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教大家用3DSMAX制作出一個(gè)角色塑造過程(4)

來源: 作者:反恐菜鳥ZSC 學(xué)習(xí):3958人次

 這個(gè)教程是一個(gè)國外網(wǎng)上的,覺得挺不錯(cuò)的所以花了點(diǎn)時(shí)間翻譯了一遍并加入了一點(diǎn)小意見,希望大家可以喜歡。還有我的郵箱是lkkkxmdq@hotmail.com,大家可以跟我聯(lián)絡(luò)的。 

Most of projects usually begin from couple of sketches,so I made several drawings of the Minotaur。通常我們都要從勾勒草圖開始,所以我在開始建模以前會(huì)先畫幾張Minotaur(注:希臘神話中的人身牛頭怪,就是在迷宮中吃青年男女的那只啦,嘿嘿。)

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  When I have completed the outline of the monster, I envisoned him from three views, front from side and back.
我先將怪物的外形輪廓給畫出來,主要是前視圖,左視圖和背視圖。

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  Colours - I wanted to keep whole scene in warm colours, based on outstanding Baroque painters, such as Rembrandt, D. Velazquez or Caravaggio. I wanted to keep such climate in my final render image. Next important thing was composition and global atmosphere.
顏色部分的話,我想讓整個(gè)場景保持一種暖色調(diào),就像典型的巴洛克式風(fēng)格的繪畫一樣,比Rembrandt, D. Velazquez or Caravaggi等人的作品。在我最后渲染的圖片中想達(dá)到的就是這種風(fēng)格,下一部要做的重要事情就是場景中物體的混合搭配和空氣中氣氛的營造。

  Modelling
I started modelling Minotaur with the Box-modeling technique using standard functions in 3D studio MAX 5.1 such as extrude, bevel, cut, collapse etc.
建模工具上,我使用的是3DMAX 5.1中的一些標(biāo)準(zhǔn)功能如擠壓,導(dǎo)角,切割,和并點(diǎn)等來從一個(gè)BOX開始。

 

  Minotaur Head
On the face I spend a lot of time, my Body References material, which I drew by my self was not too accurate and I had to imagine how he would look like with open mouth and expressions on his face. I begun modelling the nose, place every vertex one by one in the right place, cut some polygons, edges, extrude, etc.
在怪物的臉部部分我花費(fèi)了比較多的時(shí)間,由于我在操作視圖中的參考圖是我自己畫的所以不是非常的準(zhǔn)確所以在實(shí)際的建模過程中我不得不努力的去想象出怪物的表情比如它的嘴是如何張開的才會(huì)顯得更生動(dòng)。又比如我在建鼻子部分時(shí),就是得在右視圖中一個(gè)頂點(diǎn)一個(gè)頂點(diǎn)去調(diào)整的,當(dāng)然還是得通過切面,擠邊等基本的技巧。

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  I modeled the eye seperately, and then attached to the model of the head, then mouth and creased forehead. To model horns I used function Extude Along Spline, except for the bump at the horn which I made manually.
眼睛我是單獨(dú)建的模在attached在頭部上,那個(gè)血盆大嘴和皺巴巴的前額也是。那對(duì)扭曲的牛角我使用了MAX5。1中新增的Extude Along Spline來直接形成(沿曲線自動(dòng)擠出面的功能,嘿嘿,你不會(huì)不知道吧,如果你不懂的話可以去看《白金手冊》什么的,這里我反恐菜鳥ZSC就不多說了),不過那些有折皺的地方我可是自己用手工調(diào)整的呀。

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角部

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  Toots - I made 3 basic teeth sets: cutters, canine and molars. I copied them, and I placed inside gums.
牙齒——我一共建了三種基本形狀的牙齒模型:前排的切牙,兩旁的尖牙和后部的磨牙。做后后將他們復(fù)制成一組完整的牙齒形狀,并置放在另一組模型——牙齦上面。

  Minotaur Body
I modeled a proxy model of the minotaur, using basic function in boxmodeling. 我先從一個(gè)沒meshsmooth以前的低多邊形模型開始制作。使用的主要還是一些基本的建模功能和技巧。

  上面一貼的圖

 

 

  I looked in the anatomy book, body-builder magazine, and from my own experiences where and how to put muscles on my primitive model, beginning from top of the model and finished on hooves. I used function like cut, collapse and Chamfer.
為了使模型能更逼真,我參考了大梁的解剖書,身體結(jié)構(gòu)雜志再加上我自己平時(shí)的累計(jì)下來的一些經(jīng)驗(yàn)如肌肉的比例,位置等塑造初步的模型。然后從頭頂?shù)酵炔康奶阕勇陌阉稽c(diǎn)一點(diǎn)做出來。使用的仍是cut, collapse and Chamfer的命令。(雖然作者在建模這一步上交代相對(duì)簡單,其實(shí)想把它做好還是要花不少時(shí)間和精力的,大家在實(shí)際做的時(shí)候還是要耐心點(diǎn)的)

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   Texturing   
The Unwrap UVW, using Select Face, I selected the large surface of polygons and then I made a Planar Map. I joined edges useing Soft Selection, moving & scaling Vertices. Then unwrapped the whole mesh flat and exported it to Photoshop using (Texporter), in resolution 4000x4000.
在帖圖平面展開的時(shí)候,我通常使用的方法是先選擇一整片大的面然后使用make a Planar Map命令來展開,再在展開工具中使用軟選擇對(duì)出現(xiàn)扭曲變形的頂點(diǎn)進(jìn)行移動(dòng)放縮來調(diào)整。全部的展平工作都完成以后我會(huì)使用Texporter插件把展開圖導(dǎo)入Photoshop當(dāng)中開始下一步的紋理繪制,在這里我使用的是4000乘4000像素的大。ㄟ@里有個(gè)問題說一下,Texporter是一種MAX的紋理展開圖導(dǎo)出插件,網(wǎng)上可以找得到的很好用,當(dāng)然配合Deepaint3D的話效果更好。)

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  I used a tablet - Wacom to paint textures. In Photoshop I blended several different materials, which gave me the final appearance of the skin. Bump map is the same texture as Diffuse Color plus hand painted texture.
繪制貼圖紋理時(shí)我使用的是Wacom手繪板(呵呵,你不會(huì)說你沒有吧,要知道靠那只硬綁綁的“老鼠”可是畫不出什么像樣的貼圖的,沒有的話就趕緊去買一塊Wacom手繪板吧很不錯(cuò)的,Wacom我替你做廣告,送我一塊板呀。
在Photoshop繪制時(shí)我混合了許多層的材質(zhì)紋理來達(dá)到最終真實(shí)的皮膚效果。凹凸貼圖及高光貼圖是在全部的過度色貼圖都完成后處理得到的,不必另外制作。

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小渲一下

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  I added bones and necessary HI solver on elbows and knees.
最后再在模型中把骨胳添加到身體中的肘關(guān)節(jié),膝關(guān)節(jié)等各個(gè)部分去,并加上HI鏈就差不多了。

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  I took some pictures of my girlfriend as reference material.
我拍了幾張自己的女朋友的三視圖作為場景中的那個(gè)美女的參考圖。(呵呵,老外真是大膽,連自己馬子的裸照都擺了出來,佩服)

  First I took upon modelling the woman's head. Using the same technique as I used in the Minotaur。先從制作頭部開始吧,使用的方法和剛才建那只牛頭怪的方法是一樣的。

  I then divided the body in two parts, front and back. Front side I sculptured from a box and added symmetry.
然后我把身體拆開成兩部分來制作,前半身和后半身。在制作前半身的時(shí)候我是用BOX來建的模并加入symmetry命令。

  The did the same with the back part of the body. I connected these two parts, creating new polygons between them.
后半身的建模方法也是一樣的,沒什么特別。等都做完以后,再把兩部分用焊點(diǎn)縫和起來并做一些細(xì)微的調(diào)整。

 

  The same way I made the hand and the foot and then connected it with the rest of the body. I added the head and my woman model was already finished.
在用相同的方法把身體的其它部分如手臂,腿部都做好后連接到身體上。當(dāng)然,別忘了把剛才做好的女性頭部也一起加入到模型里去。

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  Then I took care of texturing. To map head I applied cylindrical UVW Mapping
然后我開始來處理紋理貼圖的展開工作,在賦坐標(biāo)的時(shí)候我選擇的是圓柱體方式。

  Next I added Unwrap UVW. The same method as in the Minotaur model - Select Face - Planar Map.
下一步在再修改器中加入一個(gè)Unwrap UVW展開命令。嘻嘻,我們剛剛展開怪物貼圖坐標(biāo)的方法還沒忘吧,選擇面,加入make a Planar Map命令,調(diào)點(diǎn)攤平即可(補(bǔ)充!雖然作者在這里又說的很簡單,但我的意見是在這步中多花點(diǎn)時(shí)間來攤平,這樣的話可以使我們在繪制貼圖的時(shí)候省去不少的麻煩。)

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   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(shí)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(guān)節(jié)等部位當(dāng)中,這時(shí)候你需要根據(jù)接下來要擺放的姿勢來具體調(diào)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(guān)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(jìn)行調(diào)整。在MAX中我使用了兩個(gè)角色的Snapshots來進(jìn)行對(duì)比來調(diào)整,這樣的話可以更直觀一點(diǎn)。
看到下圖中畫紅線的關(guān)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(jìn)行調(diào)整。在MAX中我使用了兩個(gè)角色的Snapshots來進(jìn)行對(duì)比來調(diào)整,這樣的話可以更直觀一點(diǎn)。

  調(diào)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(zhì)。

 

  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(shí)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(shí)感并且每次渲染的時(shí)間也太長了。所以我用了一個(gè)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(cuò)的。(在這里我要替Shag:Hair說說好話,其實(shí)Shag:Hair效果是非常好的,只是調(diào)解的時(shí)間要稍微長一點(diǎn)而且渲染的速度一點(diǎn)也不慢,最重要的的是它還可以做飄動(dòng)的動(dòng)畫。)

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  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(gòu)角色,所以我們需要把周圍的環(huán)境也塑造成同那個(gè)時(shí)代一樣的建筑氛圍。我開始先做出一個(gè)圓柱的底部,再做出四個(gè)獨(dú)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(fēng)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(zhì)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(jìn)行多次的復(fù)制然后一一擺放到場景中相應(yīng)的位置中去使之產(chǎn)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(gè)場景當(dāng)中我一共使用了9盞的燈光。對(duì)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(cuò)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(gè)人覺得挺NB的,我沒有白替它翻譯。

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