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3ds Max的場(chǎng)景布局及場(chǎng)景建模

運(yùn)動(dòng)規(guī)律 觀看預(yù)覽

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講解動(dòng)畫師必須了解的運(yùn)動(dòng)規(guī)律的基礎(chǔ)。很巧妙的讓你一步步的了解各種運(yùn)動(dòng)規(guī)律的掌握。一步步邁向動(dòng)畫師之路。

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了解如何使用3ds Max和Marmoset創(chuàng)建一個(gè)世界末日的立體模型,這是您建模技能的完美組合展示。 第一部分 - 場(chǎng)景布局和建模...

Learn how to create an apocalyptic diorama with 3ds Max and Marmoset, the perfect portfolio showcase of your modeling skills. In part one - scene layoutand modeling...

This tutorial will guide you through the process of creating a diorama that you will be able to interact with in your web browser. The tutorial will be split into three parts. I will use 3ds Max for modeling, Substance Painter 2 for texturing, and Marmoset Toolbag for creating the interactive scene and exporting to a web browser.

本教程將指導(dǎo)您完成創(chuàng)建diorama的過程,您將能夠在Web瀏覽器中進(jìn)行交互。 本教程將分為三個(gè)部分。 我將使用3ds Max進(jìn)行建模,使用Substance Painter 2進(jìn)行紋理化,并使用Marmoset Toolbag創(chuàng)建交互式場(chǎng)景并導(dǎo)出到Web瀏覽器。

Step 1: Base terrain simple modeling

Here are four separate meshes that make up the floor of the environment. We have what will be a dirt terrain under the road tarmac, a curb, a pavement and an overgrown patch of grass land. I used simple box modeling techniques to create these meshes, they are quite low res as I wanted the materials, textures and lighting to do most of the work for me. The meshes didn't need to be too high detailed.

步驟1:基本地形簡(jiǎn)單建模

這里有四個(gè)獨(dú)立的網(wǎng)格,構(gòu)成了環(huán)境的地板。 我們將做一個(gè)越野的地形在柏油路面,路邊,路面和雜草叢生的草地。 我使用簡(jiǎn)單的盒子建模技術(shù)來創(chuàng)建這些網(wǎng)格,他們是相當(dāng)?shù)偷膔es,因?yàn)槲蚁胍牟牧,紋理和照明為我做的大部分工作。 網(wǎng)格不需要太高的細(xì)節(jié)。

Step 2: Tarmac road geometry

Again very simple modeling was used to create the tarmac mesh for the road surface. I started off with simple plane primitives, and extruded edges and manipulated verts to get the desired shape. Once I was happy with the shapes of the tarmac, I then selected the boarders of the planes and extruded down to give them depth.

步驟2:柏油道路幾何

再次,非常簡(jiǎn)單的建模用于創(chuàng)建路面的柏油碎石網(wǎng)格。 我開始與簡(jiǎn)單的平面原函數(shù),擠壓邊和操縱的verts以獲得所需的形狀。 一旦我對(duì)柏油碎石地面的形狀感到滿意,我就選擇了邊界,然后擠壓下來給它們深度。

Step 3: Underground meshes

I decided to add some underground dirt and sewer pipes, this would give the diorama more depth and more interest for the viewer. To model the more organic shape of the dirt mound I subdivided a box and used the editable poly tool 'Paint Deform' to naturally push and pull the mesh to form an interesting shape. To break the dirt up a little I added sewer pipes. This would allow me to add other interest like litter and water flowing from the pipe.

步驟3:地下網(wǎng)格

我決定添加一些地下污物和下水道管道,這將給觀景者更深入和更多的興趣。 為了模擬土堆的更有機(jī)的形狀,我細(xì)分了一個(gè)盒子,并使用可編輯的多邊形工具“油漆變形”來自然地推拉網(wǎng)格以形成有趣的形狀。 為了打破污垢我增加了下水道管道。 這將允許我添加其他興趣,如垃圾和水流從管道。

Step 4: Wall and railing

I created a modular wall piece to allow me to duplicate the mesh seamlessly in the environment. For the walls, I extruded faces of a simple box to form the column. The lower wall was modeled separately and then attached to the main column. For the railings, I used cylinders and boxes. Really simple modeling, but should be good enough for what we need.

步驟4:墻和欄桿

我創(chuàng)建了一個(gè)模塊化的墻體,讓我在環(huán)境中無縫地復(fù)制網(wǎng)格。 對(duì)于墻壁,我擠壓一個(gè)簡(jiǎn)單的盒子的面形成列。 分別對(duì)下壁進(jìn)行建模,然后連接到主柱。 對(duì)于欄桿,我使用缸和箱。 真的很簡(jiǎn)單的建模,但應(yīng)該足夠好我們需要的。

Step 5: Traffic lights model

The traffic lights are an important part of the diorama as not only will they add some vertical interest to the composition, but also allow me to bring in some synthetic lighting. This should add a lot of visual interest. The mesh was made the same way as the other meshes, but I used spline modeling for the wires, which allowed me to use the spline handles to create a natural drop for the wires. Make the spline tenderable in the viewport and then convert to editable mesh.

步驟5:交通燈模型

交通燈是立體模型的重要組成部分,因?yàn)樗粌H會(huì)增加構(gòu)圖的垂直興趣,而且還允許我引入一些合成照明。 這應(yīng)該增加很多視覺趣味。 網(wǎng)格是與其他網(wǎng)格相同的方式,但我使用樣條線建模的電線,這允許我使用樣條手柄創(chuàng)建一個(gè)自然下降的電線。 使視口中的樣條變得柔軟,然后轉(zhuǎn)換為可編輯的網(wǎng)格。

Step 6: Grass clump asset

I started by creating singular blades of grass using plane primitives. Once I had the basic blade shape I then duplicated the blade of grass multiple times to create different variants of the grass. I scaled each blade and used the bend modifier to curl the grass by different amounts. This helped keep the grass looking random. Once I had enough blades of grass I created a clump of grass.

步驟6:草叢

我開始使用平面原函數(shù)創(chuàng)建奇異的草葉集。一旦我有基本的刀片形狀,然后復(fù)制的草葉多次創(chuàng)建不同的草變種。我縮放每一個(gè)刀片和使用彎曲修改器卷曲不同數(shù)額的草。這有助于保持草看起來隨機(jī)。一旦我有足夠的葉片,我創(chuàng)建了一個(gè)叢草。

Step 7: Duplicating grass clumps

I would then use this grass clump asset to populate the scene and create the overgrown environment. I placed the grass clumps in the cracks of the road and near where the water would be by the sewer. Around the back of the wall I wanted this area to be dense with foliage so the grass really helped bulk out this area.

步驟7:復(fù)制草叢

然后我將使用這個(gè)草叢資產(chǎn)填充場(chǎng)景,并創(chuàng)建過度生長(zhǎng)的環(huán)境。 我把草叢放在路的裂縫中,靠近下水道的水。 在墻的后面,我想要這個(gè)區(qū)域與樹葉密集,所以草真的幫助散布這個(gè)地區(qū)。

Step 8: Rusty old car

I modeled a very simple rusty old car. This took a little more time than the other assets as it had more detail in it, but it was still very simple. I wanted the car to look partly burned out and rusting away, and so the textures would be important.

第8步:生銹的舊車

我模擬了一個(gè)非常簡(jiǎn)單的生銹的老車。 這比其他資產(chǎn)花費(fèi)了更多的時(shí)間,因?yàn)樗懈嗟募?xì)節(jié),但它仍然很簡(jiǎn)單。 我想讓汽車看起來部分燒毀和生銹,所以紋理會(huì)很重要。

Step 9: Scattering rubbish

To further show the environment was abandoned I placed rubbish around. I used bin bags, bottles and rusty cans. I placed them in interesting areas where they would be visible and up against places like the wall. This would help ground the wall to the terrain beneath, and break up the straight lines. I also added some rubbish in the sewer pipes to add some interest.

步驟9:散射垃圾

為了進(jìn)一步顯示環(huán)境我放棄放垃圾。 我用垃圾袋,瓶子和生銹的罐子。 我把他們放在有趣的地方,他們會(huì)看到,像墻上的地方。 這將有助于將墻壁接地到下面的地形,并打破直線。 我還在下水道管道中添加了一些垃圾,以增加一些興趣。

Step 10: A large tree

I wanted to have one large tree in the scene which would add more verticality and organic details to the environment. The trunk was modeled using a cylinder primitive and editable poly tools to create the shape. For the leaves, I used planes that would be textured to have leaves and small branches on. These planes were attached to the main limbs of the tree trunk.

步驟10:一棵大樹

我想在場(chǎng)景中有一個(gè)大樹,這將增加更多的垂直性和有機(jī)的細(xì)節(jié)環(huán)境。 樹干使用圓柱基元和可編輯的多邊形工具來建模以創(chuàng)建形狀。 對(duì)于葉子,我使用的紋理將有葉子和小分支的平面。 這些平面附著在樹干的主肢上。

Step 11: The finished scene

Here is the finished scene. I have added tree roots to the dirt mound to help to break up the repetitive dirt. I also modeled a fire barrel, which will be a good source of lighting for the scene and provide an area of interest. I modeled a fire hydrant that was placed in front of the car to give the impression of the car hitting it and bursting the water pipe, giving a reason for the excess water in this area. To finish off the scene I added some running water flowing out of the sewer pipes. This completed the modeling phase of this project; it's very simple modeling but I will be relying on the materials and lighting to making this piece impressive.

步驟11:完成的場(chǎng)景

這里是完成的場(chǎng)景。 我已經(jīng)添加樹根到土堆,以幫助打破重復(fù)的污垢。 我還建模了一個(gè)火桶,這將是一個(gè)很好的照明源的場(chǎng)景,并提供一個(gè)感興趣的領(lǐng)域。 我模擬了一個(gè)消防栓,放在車前,給人的印象,汽車打它,破裂的水管,給出了在這個(gè)區(qū)域多余的水的原因。 為了完成現(xiàn)場(chǎng),我添加了一些流水從下水道管道。 這完成了這個(gè)項(xiàng)目的建模階段; 它是非常簡(jiǎn)單的建模,但我會(huì)依靠材料和照明,使這件令人印象深刻。

Top tip: 2D texture planes

For the fire barrel, I wanted this area to have some interesting lighting coming from the fire, so I will have to create some hot glowing fire to go inside. To do this I used 2D texture planes. These will be fine for this project as I don't want them animated. I created two planes that crossed each other and the fire texture will use an alpha channel to cut out the flames. Marmoset can then glow this texture to give the impression it is red hot. 2D planes are good for creating all sorts of effects for your scene.

頂端提示:2D紋理平面

對(duì)于消防桶,我想要這個(gè)區(qū)域有一些有趣的照明從火中來,所以我將不得不創(chuàng)建一些熱發(fā)光的火進(jìn)去。 為此,我使用2D紋理平面。 這些將精致的這個(gè)項(xiàng)目,因?yàn)槲也幌胱屗麄兿駝?dòng)畫。 我創(chuàng)建了兩個(gè)彼此交叉的飛機(jī),火紋理將使用alpha通道切割火焰。 Marmoset然后可以發(fā)光這種紋理給人的印象是熾熱。 2D平面適合為您的場(chǎng)景創(chuàng)建各種效果。


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這個(gè)完全可以出一個(gè)教程,像制作那個(gè)茅草屋的系列教程一樣,重點(diǎn)是可以導(dǎo)出到瀏覽器中!然后我申請(qǐng)下網(wǎng)址,這不就是我的專屬網(wǎng)站啦,比任何簡(jiǎn)歷作品都更厲害,直接叫HR登錄這個(gè)網(wǎng)址看就好了,細(xì)細(xì)一想太美麗
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17年3月2日

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普通會(huì)員

3dmax渲染農(nóng)場(chǎng),教程不錯(cuò)哦,值得一看

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17年3月10日

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很棒的教程!。

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17年3月2日

暴雪國(guó)際

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VIP終身

這個(gè)完全可以出一個(gè)教程,像制作那個(gè)茅草屋的系列教程一樣,重點(diǎn)是可以導(dǎo)出到瀏覽器中!然后我申請(qǐng)下網(wǎng)址,這不就是我的專屬網(wǎng)站啦,比任何簡(jiǎn)歷作品都更厲害,直接叫HR登錄這個(gè)網(wǎng)址看就好了,細(xì)細(xì)一想太美麗
砥礪前行中,什么都是浮云,數(shù)字才是王道! -暴雪國(guó)際

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17年3月2日

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