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汽車建模教程 觀看預(yù)覽

汽車建模教程

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包括高級建模總結(jié)在內(nèi)的汽車制作全套教程,除了非常精細(xì)的汽車建模流程外附帶渲染的講解。

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嗨,我很高興與你分享我的圖像和工作流程。這項(xiàng)工作的初始想法來自一個描述1945年中國內(nèi)戰(zhàn)的小冊子。我嘗試了多次表達(dá)一個很冷的環(huán)境,干燥,顯示了飽受戰(zhàn)爭蹂躪的廢墟。好的,讓我一步一步地介紹整個過程。這張圖片有七個角色,一個更復(fù)雜的背景場景。這部作品最具挑戰(zhàn)性的方面是展示每個角色的內(nèi)心思想和肢體語言。我通過大量的耐心和試驗(yàn)來嘗試不同的表達(dá)方式。
Hi, all! I am so glad to share with you my workflow of the image Fratricidal Strife Idiom. The initial idea for this work came from a booklet describing of the Chinese Civil War in 1945. I made many attempts to express an environment that was cold, dry, and showed the war-torn ruins. Okay, let me introduce this whole process step by step. There are seven characters in this picture and a more complex background scene. The most challenging aspect of this piece was to show each character's inner thoughts and body language. I achieved this through lots of patience and trial and error.

The talented Zhiji Zhang talks us through how he made the thought provokingFratricidal Strife Idiom in ZBrush
才華橫溢的張支繼和我們provokingFratricidal在ZBrush中

Project folder management
項(xiàng)目文件夾管理
Before I begin any project I create a general folder which I use to manage the project and the source material. Classifying and labeling also ensures that I can find everything quickly.
在開始任何項(xiàng)目之前,我創(chuàng)建一個通用文件夾,用于管理項(xiàng)目和源材料。分類和標(biāo)簽也確保我可以快速找到一切。
My project folder management
我的項(xiàng)目文件夾管理
Sketching and conceptual design
草圖和概念設(shè)計(jì)
I began to draw a few quick sketching to capture the feeling of this subject that was inside my head onto paper. There is no need to be too accurate, it is important to establish the main direction and feeling. The detailed refinement will be done in later steps using this sketch as a base.
我開始畫一些簡單的草圖來捕獲這個主題的感覺在我的腦海里。不需要太準(zhǔn)確,重要的是要建立的主要方向和感覺。詳細(xì)的細(xì)化將在以后的制作步驟中體現(xiàn),此草圖作為基礎(chǔ)。
Sketching and conceptual design
草圖和概念設(shè)計(jì)
Reference collecting
參考收集
With the basic concepts done, I started to go further to determine the subject matter of the specific years, location, characters and events. Using the internet I looked for lots of source material and information about the Civil War, including text, pictures and movies.
隨著基本概念的完成,我開始進(jìn)一步確定主題的具體年份,地點(diǎn),人物和事件。我在網(wǎng)上搜集了很多有關(guān)內(nèi)戰(zhàn)的資料和資料,包括文字、圖片和電影。
Reference collecting
參考收集
Raw modeling
原始建模
I started making raw models based on the references. For each character, I used the DynaMesh tool of ZBrush for rapid sculpting. I needed to sculpt each character and show their individuality including basic height, ages, and temperament. Besides this step there is no need to think about making the scene, just focus on the characters.
我開始制作原始模型的基礎(chǔ)上參考每一個角色特點(diǎn),我使用ZBrush的DynaMesh工具快速造型。我需要塑造每個角色,展示他們的個性,包括基本的身高,年齡和氣質(zhì)。在這個步驟,沒有必要考慮制作場景,只關(guān)注角色。
Raw modeling
原始建模
Refining the models
改進(jìn)的模型
I did some further refinement each character in ZBrush using the references to accurately capture of each character's feeling. I used 3Ds Max for lighting test in order to check on the model this helps to ensure the accuracy of the models physique and anatomy.
每個角色我都做了一些進(jìn)一步的細(xì)化,需要準(zhǔn)確捕捉每個人物的感覺。使用3ds max進(jìn)行照明測試,以檢查模型,這有助于確保模型的準(zhǔn)確性,體質(zhì)和解剖。
Refining the models
精煉的模型
Auto retopology and UVs
自動拓?fù)浜蚒Vs
I process the all topology automatically and use this as a start and do any corrections manually. With this done I spilt the final model in to UV maps. I use Unfold3d and UV tools of Maya for UV mapping. Once the UVs are unfolded I export them back into ZBrush to project the detailed high-poly model using the Project-All tool of ZBrush; I also perform some detailed revision and reworking.
我自動處理所有的拓?fù),并以此作為開始,并做任何更正手動。做完這件事,我把最后的模型分解成了紫外線貼圖。我用 Maya和unfold3d和紫外UV貼圖工具。一旦UVs展開我出口他們回到ZBrush ZBrush使用項(xiàng)目的所有工具的詳細(xì)的高多邊形模型項(xiàng)目;我也進(jìn)行了一些具體的修改和返工。
Auto retopology and UVs
自動拓?fù)浜蚒Vs
Making the scene and character integration
場景與人物的整合
When making a scene there will be lots of small objects that take up more workload of your work load and are very time-consuming, have patience and you will get through them. I used the same production methods for the scene as with modeling the characters; build a basic framework and move on to refining the specific features. Once everything was sculpted I integrated the characters into the scene and moved them about until I found a good composition. This is also a good time to work on the lighting and color tone of the picture.
制作場景時會有很多小物件占用你的工作量,而且非常耗時,要有耐心。構(gòu)建一個基本框架,并進(jìn)一步細(xì)化具體的功能。一旦所有的東西都被雕刻了,我就把角色融入場景,把它們移動直到找到一個好的構(gòu)圖。這也是一個很好的時間工作的照明和色調(diào)的圖片。
Integrating the characters in to the scene
將人物融入場景
Materials and lighting
材質(zhì)和燈光
I made the textures and mapping for the characters in MARI. First of all, I use the real picture for projecting drawing, then using hand-make drawing for more color and texture variation. The size of the texture is between 1024px and 4096px. I made them appropriately exaggerated based on the property of real textures. I wanted to show the atmosphere of the environment as dry, cold and dirty so I adjusted the skin color of the characters to have a bit of a purple flush. I used V-Ray for rendering as well as its area lights for lighting.
我在MARI軟件中映射人物紋理,首先,我用真實(shí)的圖片進(jìn)行投影,然后用手工繪制更多的顏色和紋理變化。紋理的大小是1024px和4096px之間。我做了適當(dāng)夸張的基礎(chǔ)上真正的紋理屬性。我想顯示環(huán)境的氣氛干燥,寒冷和骯臟,所以我調(diào)整膚色的字符有點(diǎn)紫色沖洗。我用V-Ray渲染以及其區(qū)域燈光照明。
Characters materials
人物資料
Scene lighting
現(xiàn)場照明
Characters close-up
人物特寫
Making hair
制作頭發(fā)
The amount of work I had to do making the hair in this project was relatively large and complex. The cut hair on the ground and fibers of the clothes were all made in ZBrush. The characters' hair was made using Hairtix in 3Ds Max.
我在這個項(xiàng)目中做頭發(fā)的工作量比較大和復(fù)雜。在服裝的地面和纖維剪頭發(fā)都需要。人物的頭發(fā)是用hairtix在3ds max制作
The hair
頭發(fā)
Post production and final image
后期制作與最終圖像
I do the post production step inside Photoshop. Several raw channels are exported by 3DsMax, including ID, AO, Z-depth, color and so on. Using these channels, I made the background combination and the overall atmosphere of the picture. I think that color correction is the most important step of the post production process followed by lighting and enhancing materials.
我做后期制作的步驟在Photoshop中進(jìn)行。一些原始通道出口3 dsmax軟件,包括ID、AO,Z-depth、顏色等等。使用這些渠道,我做了圖片的背景相結(jié)合,整體氛圍。我認(rèn)為色彩校正是后期制作過程的最重要的一步之后,照明和增強(qiáng)材料。
Post production
后期制作
The final image
最終的圖像
clarisse搭建3D天空之城拉普達(dá)全過程 clarisse搭建3D天空之城拉普達(dá)全過程

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暴雪國際

暴雪國際

VIP終身

如果老板跟他講,我希望這個海報(bào)給人的感覺要更加血腥,這個角色我不喜歡他的臉,讓他們都站起來,背景不要在城里,換成郊外,黃河邊上,不知道張大師會不會罵街。不過看完說明感覺大師確實(shí)很厲害,國內(nèi)的水平像這樣的人不知道多不多。
砥礪前行中,什么都是浮云,數(shù)字才是王道! -暴雪國際

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17年4月8日

David_Luo

David_Luo

普通會員

good job
All is well. -David_Luo

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17年4月8日

暴雪國際

暴雪國際

VIP終身

如果老板跟他講,我希望這個海報(bào)給人的感覺要更加血腥,這個角色我不喜歡他的臉,讓他們都站起來,背景不要在城里,換成郊外,黃河邊上,不知道張大師會不會罵街。不過看完說明感覺大師確實(shí)很厲害,國內(nèi)的水平像這樣的人不知道多不多。
砥礪前行中,什么都是浮云,數(shù)字才是王道! -暴雪國際

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17年4月8日

juyg87

juyg87

普通會員

很棒的圖文教程

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17年4月8日

wqw7640

wqw7640

普通會員

值得學(xué)習(xí)

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17年4月8日

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