教大家用3DSMAX制作出一個角色塑造過程(3)
Export to Photoshop in resolution 4000x4000
In Photoshop I made three textues: Diffuse, Specular and Bump map. When I was creating Diffuse textures I used some girl pictures mixed together.
在繪制貼圖的時候我還是需要繪制三張貼圖:過度色貼圖,高光貼圖和凹凸貼圖。
再渲染一下看看
I added bones on knees and elbows, HI solver, the posed the model to how I imagined it to be.
然后再把骨胳和IK鏈加到身體的膝蓋,肘關節(jié)等部位當中,這時候你需要根據接下來要擺放的姿勢來具體調整。
I placed the characters into the scene and posed them. The mesh was unshaped on knees, elbows and feet, it needed correction. I made two Snapshots of characters and I corrected these deformation which were visible in front of the camera.
看到下圖中畫紅線的關節(jié)處了嗎?那些地方都出現(xiàn)了不同程度的變形和擠壓,我們需要進行調整。在MAX中我使用了兩個角色的Snapshots來進行對比來調整,這樣的話可以更直觀一點。
看到下圖中畫紅線的關節(jié)處了嗎?那些地方都出現(xiàn)了不同程度的變形和擠壓,我們需要進行調整。在MAX中我使用了兩個角色的Snapshots來進行對比來調整,這樣的話可以更直觀一點。
調整完畢
The woman neaded some element of clothes, so I used Digimation Stitch plugin. I made several tests of material falling down on the woman's body.
我們那位躺在地上的美女還少一件衣服不是嗎?我們這就給她現(xiàn)做一件,在這里我使用了Digimation Stitch專用的步料插件,并在上面疊加了各種不同的材質。
Now she needed hair. I tried to use Shag:Hair but it did not give the effects of realistic hair, and the time of rendering was too long. I took a picture of hair lying on the white floor. I made Diffuse colour with white background, and Alpha Channel which I used as Opacity.
頭發(fā)自然也是少不了的。一開始的時候我嘗試著使用Shag:Hair頭發(fā)插件來做,可是后來發(fā)現(xiàn)它缺乏真實感并且每次渲染的時間也太長了。所以我用了一個面的方式來代替它,用過度色加上Alpha通道來表現(xiàn),效果也挺不錯的。(在這里我要替Shag:Hair說說好話,其實Shag:Hair效果是非常好的,只是調解的時間要稍微長一點而且渲染的速度一點也不慢,最重要的的是它還可以做飄動的動畫。)
點擊放大
Minotaur is a Greek Mythological figure who lived in the Ancient Times, so the environment should look like from those times as well. I begun from base of a column, divided the column in four segments. Then decorated the plinth with some ornaments styled to Doric column.
由于Minotaur是希臘神話中生活在古代的虛構角色,所以我們需要把周圍的環(huán)境也塑造成同那個時代一樣的建筑氛圍。我開始先做出一個圓柱的底部,再做出四個獨立分隔的柱身,然后再在基座部分用一些裝飾物來修飾出多利安式柱子的風格。
渲一下看看
I made a skull cap from two cylinder crossing.
接著在把柱子頂端的弧形頂蓋給做出來。
Then I used only diffuse and bumps to texture the column.
在柱子的材質上我只使用了過度色和凹凸兩種貼圖。
I copied the whole segment more than ten times which gave me the look of a Greek temple. The floor seamed flat with only textures on it. I added few dozen stones which were visible in the foreground.
最后把做好的柱子進行多次的復制然后一一擺放到場景中相應的位置中去使之產生一種希臘神廟的外形感。
I used 9 lights for the whole scene. I put fRsoftShadows on characters as modelling light.
I light up environment by using 4 lights. I used FinalRender, Global Illumination and Depth of Field.
在整個場景當中我一共使用了9盞的燈光。對于角色的照明我使用的是FinalRnder中的fRsoftShadows。而照亮場景的主光源的話我則使用了四盞。在這里,我一共用了FinalRender,Global Illumination(全局照明)以及Depth of Field(鏡深模糊)。
效果還不錯繼續(xù)。
The final image is shown below as a wireframe and full rendering.
最后的這兩張圖片是最終的線框圖和渲染完整的圖片。
最后的效果我個人覺得挺NB的,我沒有白替它翻譯。
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