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[制作教程] 巴西画师Eduardo Silva的野蛮人3D教程 [复制链接]

cgsd 2013-10-16 10:08:27

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本教程为游艺网独家编译

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cgsd 2013-10-16 10:10:56

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Concept

原画

This concept Istarted with this idea... more over time I have been modifying it to keep the style I wanted ...

原画是从这个想法开始的。。。过了一段时间我把它改成了我所想要的风格

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Software Used: Autodesk Softimage xsi, ZBrush, Photoshop CS3

使用软件:Autodesk Softimage xsi, ZBrush, Photoshop CS3


Modeling & Sculpting:

建模和雕刻

I've started the volume and elements with a base mesh in Softimage XSI.2. Beginning the work of detailing the model defining the edge loops of the face and body.

3 Development of the model elements and parts, made from bases at the beginning of the model.

1. 我从Softimage XSI开始制作模型的大形体和基本元素。

2. 开始进行模型的细节塑造和脸部身体的布线

3. 在之前模型的基础上进一步对模型的各部分和元素进行深入刻画。

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a half part of low poly already done in XSI ...

一半的低模是在XSI里面完成的

then comes time to use ZBrush to the finer details. I usually do much as I can of the polygonal models outside of ZBrush to save some time and let less work to do in ZBrush as well.

然后在ZB中进行精雕细琢

The clothes I used an alpha basically the fabric sw

衣服我基本上使用fabric sw

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cgsd 2013-10-16 10:12:37

All parts of scars and wounds I used the alphas sw burnedskin with variations in size and intensity, for a large number of details.

所有的伤疤和痕迹部分,我都用各种形状和密度的alphas sw burnedskin来处理并添加大量的细节。

Boundaries of wrinkles and fat I used the clay and brush alphas sw wrinkles 02 and 04...

对于皱纹和脂肪的轮廓线,我使用clay笔刷,笔刷的alpha使用 alphas sw wrinkles 02 以及04来处理。

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Opening UV

UV展开

I used ZBrush to open the loop because he had seen a few videos and found a good opportunity to test the tool...I made a little tutorial of the steps that I found most important...Come on:1. With the model in the uv sdiv1 you open the master.2. Create a clone to work.3. Enable the control paint ring... and protect.4. Paint using symmetry and let the all red model5. Attract done that enable to design the cutting of the mesh6. After making the cut line press unwrap7. To see the result you press the button unflatten... Done

1.我用ZB来拆分模型UV,并且写下了一些我认为最重要的步骤

2.使用uvmaster,展开最低等级的模型(sdiv1)

3.使用圆柱形展开

4.点击Enable the control paint。。。和protect.

5.在整个红色的模型上使用symmetry使图画对称

6. 点击Attract d来设定如何切开贴图6. After making the cut line press unwrap

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Maps and Texture

贴图和材质

I painted all the textures in photoshop using references of people and object to the inorganic areas...

我在人物和无机领域物体的参考资料的基础上,用PS画出了所有的材质。

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cgsd 2013-10-16 10:14:21

Shader and Skin SSS

光影和皮肤SSS材质

To work with skin SSS xsi shader I used maps of areas to control the variations of skin tones were used maps...

Color, subdermal scatter, bump, normal, specular and epidermal scatter...

对于skin SSS xsi shader 我用一些区域的贴图来控制皮肤色调的变化

颜色,皮下扩散,突起,普通,特殊和表皮的扩散。

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Set of Illumination

照明设定:

I used an infinite light to make a global light and point lights to the ambiance.

我用了infinite light (无限光)来制造global light(整体光源)和 point lights(点光源)的氛围。

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I did eight passes just to compose the final image. Color, id, depth, reflection, highlight, alpha hair, ambient occlusion end multiply.

我做了8个材质通道来完成最后的图像。分别是Color, id, depth, reflection, highlight, alpha hair,ambient occlusion 和 multiply。

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final rendering in Autodesk Softimage XSI.final composition in Photoshop.

然后在Autodesk Softimage XSI中渲染,最后在PS中结合起来。

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About the Artist - Hi guys my name is Eduardo Silva I'm artist 3D in Brazil , that  work in a agency digital artifact 23 in São Paulo, this is my new model that I've done in my free time.

关于作者——大家好我叫Eduardo Silva,是巴西的一名3D画师,在圣保罗的一家数字工作室工作。这是我在业余时间所做的新模型。


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