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制作別具風格的怪物(二)

zbrush基礎教程 觀看預覽

zbrush基礎教程

包含8節(jié)視頻教程
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zbrush是雕刻藝術家的軟件,朱峰社區(qū)帶你入門并且通過實例讓你輕松學會這款高級的軟件,雕刻出你自己想象中的模型,不受拘束的雕刻。

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最終確定模型
 Finalizing the model
 

在這一點上,我查看了大量的參考資料,得到了一些可靠的反饋,所以是時候完成模型了!我?guī)缀醢阉械臅r間都花在雕刻上:粘土堆積,粘土,修剪動態(tài)和標準刷子。他們都有自己的長處和短處。

 

At this point, I had looked at a lot of references and got some solid feedback, so it was time to finalize the model! I'll spend nearly all my time sculpting using just a few brushes: Clay Buildup, Clay, Trim Dynamic, Dam Standard and the Standard Brush. They all have their strength and weaknesses. 

 

我用粘土做大部分的雕刻。它非常強大,但也很難學會使用。我絕對建議花點時間去學習。Dam Standard也是非常好用的,特別是對于疤痕、皺紋、褶皺等。

Clay Buildup I use for the majority of the sculpting. It's extremely powerful, but it can also be hard to learn to use. I definitely recommend spending some time learning to love it. Dam Standard is also a true gem, particularly for scars, wrinkles, folds and so on. 

找到你最喜歡的刷子,找出它們的優(yōu)缺點。將它們添加到快捷鍵中,以加快雕刻速度。

 

Find the brushes you like the best and figure out their strengths and weaknesses. Add them to hotkeys for faster sculpting

 

在MARI中進行紋理
Texturing in MARI

 

如果你的電腦可以運行,如果你有預算的話,我強烈推薦你在MARI中進行紋理。它是迄今為止我使用過的最強大的變形工具。我以前用過ZBrush和Mudbox進行紋理處理,雖然它們很不錯,但MARI比它們高了一步。

 

I highly recommend texturing in MARI, if your computer can run it and if you have the budget. It's by far the most powerful texturing tool I've ever used. I've previously used both ZBrush and Mudbox for texturing, and while they're decent, MARI is just a step above them. 

 

我從一個單色的方案開始,幾乎只考慮那些值,比如哪些區(qū)域應該是輕的和暗的,而不考慮燈光。在我的價值觀發(fā)揮作用后,我慢慢地開始給紋理添加顏色變化。顏色的變化真的可以使紋理變得逼真,讓人感覺不那么CG和死板。

I started out with a monochromatic color scheme and pretty much only think about the values, such as which areas should be light and dark, regardless of the lighting. After my values were working, I slowly started to add color variation to the texture. Color variation can really make the texture come to life and feel less CG and dull.

 

當制作紋理時,Henning首先在添加顏色之前先將值屏蔽掉。

 

When texturing, Henning started out by blocking out the values first before adding color

在MODO里渲染
Rendering in MODO

 

我喜歡用MODO來渲染我的個人項目。在這個項目中,我使用了內置的皮膚著色器,一個置換貼圖和3個區(qū)域照明。之前的照明測試在這里非常有用,因為我對如何設置燈光和我想要的東西有了一個清晰的概念。

 

I love to use MODO to render my personal projects. For this project, I used the built-in skin shader, a displacement map and 3 area lights. The previous lighting tests were extremely helpful here, as I had a somewhat clear idea of how I could set up the lights and what I wanted. 

 

牙齒太黑了,所以我設置了一盞聚光燈,并把它與牙齒上的東西聯系起來,讓它更亮。當給光的時候,我試著用真實世界的想法去思考,像一個攝影師,但是我不害怕打破物理規(guī)則去得到我想要的結果。

The teeth were a tad too dark, so I set up a spot light and light-linked it to the teeth-item to make it brighter. When I light, I try to think in real-world terms like a photographer, but I'm not afraid to break the rules of physics to get the result I want.

 

對于個人項目的照明和渲染,使用MODO,因為它很容易并快速得到好的結果。

 

For lighting and rendering on personal projects, Henning uses MODO as it's easy and quick to get good results

 

小貼士:后期制作的重要性。
TOP TIP: The importance of post-production work

 

永遠不要低估像NUKE或Photoshop這樣的應用程序中出色工作的力量。它可以讓你從枯燥變成美好,也可以讓你得到真正奇妙的東西。

Never, ever, underestimate the power of good post work in an app like NUKE or Photoshop. It can take a render from being dull to being nice, or a great render to something truly fantastic.

在工作的時候,我總是做一些后期的工作,即使只是很小的顏色校正。一個初學者最容易犯的錯誤是,永遠不要在他們的渲染上做任何工作,他們認為圖像只會和他們從3D軟件中得到的一樣好。

 

When working, I always do some post-work in the end, even if it's just a tiny color correction. A huge beginner-mistake is to never do any post on their renders and they assume that the image will only be as good as what they can get out of their 3D software.

 

在每一個項目的最后,我強烈建議你在你的形象上做一些扎實的工作。它真的會有所不同。

 

At the end of every project, Henning highly recommends that you do some solid post work on your image. It can really make a significant difference

極限精度挑戰(zhàn)-仿真趙麗穎建模教程 極限精度挑戰(zhàn)-仿真趙麗穎建模教程

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