包含2節(jié)視頻教程
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霜之哀傷是游戲中的極品裝備!這個系列的課程是視頻教程中的極品教程!你從來沒看過如此好的視頻教程。不是吹噓,這都是事實!
所有的東西都到位了以后,去找一些材質(zhì),找到了一些很好的土壤材料,一些用于加油站的木材和一些生銹的舊金屬板。
All the pieces were in place, so I went to my texture provider, cgtextures.com, and found some good materials for soil, wood for the gas station and some rusted and aged metal sheet.
我用Photoshop合并了幾個紋理,場景中的每一個主模型都有基本的UV貼圖,更精確。我用顏色減淡(圖06)這樣的工具把我所有的紋理都變舊了。
I used Photoshop to merge several textures and each main model in the scene has basic UV mapping for more precision. I aged all my textures with tools like Burn and Color Dodge (Fig.06).
圖06
我使用了基本的著色器,沒有什么特別的,只是預(yù)置的材料稍微調(diào)整了一點(圖07)。
I used basic shaders, nothing special, just preset materials tweaked a little bit (Fig.07).
圖 07
我在地上畫了一個位移貼圖,以得到漂亮的凸起和現(xiàn)實的效果。我做的另一件事是加入像石頭和石子這樣的粒子。我使用了噴霧點和克隆點工具,在地面上得到了一個不錯的隨機效果(圖08)。
I put a Displacement map on the ground to get nice bumps and a realistic effect. Another thing I did was add in particles like stones and gravel. I used the Spray Point and Clone Point tools to get a nice, random effect on the ground (Fig.08).
圖 08
燈光設(shè)置包括一個簡單的區(qū)域燈光,制造柔和的陰影和橙色,以獲得日落感覺。一切都是用蒙特卡洛在FPrime上的輻射來呈現(xiàn)的。
The lighting setup included a simple area light that made soft shadows and was an orange color to get a sunset feeling. Everything was rendered with Monte Carlo radiosity in FPrime.
第二束光是一個簡單的點光。我添加了一個紋理化的環(huán)境圖像,以得到適合沙漠的顏色。這是一個簡單而有力的方法,可以有效地照明3D模型(圖09)。
The second light is a simple point light. I added a textured environment image to get the right colors for the desert. This was a simple, but powerful, way of lighting a 3D model effectively (Fig.09).
圖09
我把所有東西都導(dǎo)入了photoshopcs4,我先做了一個顏色校正。并放了一些照片濾鏡以獲得正確的色調(diào)。我通常使用一個55mm的插件和ColorFX Pro,我的所有工作都是用一個Wacom Intous4完成的(圖10)。
I imported everything to Photoshop CS4 and I did a color correction first. I played with the levels and put some photo filters in to get the right mood. I usually use a 55mm plugin and ColorFX Pro and all of my work is done with a Wacom Intous4 (Fig.10).
圖 10
我在cg紋理上搜索了一個好的背景山,試圖找到一個類似的燈光場景,這樣圖像就會融入到場景中。我也加了一片天空。對于靜態(tài)圖像,我喜歡使用照片背景來得到一個漂亮的結(jié)尾。當(dāng)你做3D圖像的時候,你需要的是實用的,而不是所有的東西。這是一個很好的挑戰(zhàn),但是從效率的角度來看,這是在浪費時間。
I searched for a good background mountain on cgtextures, trying to find a similar lighting scenario so that the image would integrate into the scene. I added a sky too. For still images I like to use photo backgrounds to get a nice finish. When you're doing 3D images for stills you need to be practical and not model everything. It is a good challenge to do this, but in terms of efficiency it's a waste of time in my humble opinion (Fig.11 - 12).
圖11
圖12
后來,我用減淡工具做了一些調(diào)整,以獲得明亮的值,并使其他一些地方變暗。當(dāng)我對結(jié)果感到滿意時,我把所有的東西都合并了,繼續(xù)畫畫。我添加了一些較輕的斑點,在明亮的區(qū)域中添加了圓形的刷子,并使用我的銳刷在一些地方獲得了較好的紋理。
Later, I did some touches with the Burn and Dodge tool to get bright values and darken some others. When I was happy with the result, I merged everything and continued drawing, because I don't like to get lost in layers in this type of job. I put in some lighter spots, adding glows in the brighter zones with round brushes and using my sharpen brush to get nice textures in some places.
8小時后,我使用顏色值,添加了一些濾鏡以得到良好的水洗風(fēng)格,這是最后的圖像(圖13)。
After eight hours of post, I play with color values, added some filters to get a nice washed style finish and here is the final image (Fig.13).
我花了三天時間完成這個項目。這是一個很好的經(jīng)驗和細(xì)節(jié)挑戰(zhàn),如地面位移,大量的粒子和石頭、瓶子、碎玻璃等。謝謝閱讀!
I took about three days to finish the project. It was a good texturing experience and a challenge to get crisp details like the displacement ground, a huge amount of particles and stones, bottles, shattered glass etc.Thanks for reading!
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