包含2節(jié)視頻教程
關(guān)注3.6萬(wàn)次
靜幀合成是動(dòng)畫(huà)合成的基礎(chǔ),也是必不可少的渲染合成技術(shù)。如果你連靜幀都無(wú)法合成好,那動(dòng)畫(huà)更是做不好!所以趕快來(lái)學(xué)習(xí)一下吧!
for creation of the spider i used 3d studio max. i began work from the modeling of joint of spider. modeling was very simple, i used simple shapes as line, circle, ellipse, ark and other and then connected them, cut, extrude while did not get a necessary to me result.
制作蜘蛛我使用的是3d studio max。我開(kāi)始從蜘蛛的關(guān)節(jié)部分制作的,這個(gè)造型很簡(jiǎn)單,我用簡(jiǎn)單的形狀,線,圓,方的和其他的形狀,然后通過(guò)連接,剪切,擠壓就可以得到我們的結(jié)果了。
then i created small details, screws, cog-wheels and connected them in a general form. step by step i created the leg.
然后,我通過(guò)創(chuàng)建了一些小的細(xì)節(jié),螺絲,齒輪和其他的連接的東西,來(lái)一步一步的創(chuàng)建腿。
when a lag was ready i duplicated leg and did something like foundation and then i made central part with sphere which changed with editable poly.
然后,再重復(fù)制作剩下那些部分的腿。然后,再改變可編輯多邊形的球體的中心。
environment of spider i did by simple primitives and also with edit poly. in end-point i got near one million polygons for a spider and about one and a half million polygons for all scene.
蜘蛛的環(huán)境,我也由簡(jiǎn)單的多邊形進(jìn)行編輯而得到的。在最終的場(chǎng)景中,環(huán)境占一百多萬(wàn)面,蜘蛛約占一百多萬(wàn)面。
i used texture from the collection collected by me. in texturing i did not used unwrap uvw, in texturing i used simple planar, box, cylindrical mapping because there were not difficult objects in the scene. some textures i’ve created in photoshop, for example picture in the book.
我使用的是我之前收集的紋理。在紋理中,我沒(méi)有使用uvw展開(kāi)貼圖我只是使用一些簡(jiǎn)單的平面,方塊,圓柱進(jìn)行映射,因?yàn)樵趫?chǎng)景中沒(méi)有很難的物體對(duì)象。例如在書(shū)中的照片,我是在photoshop中創(chuàng)建了一些簡(jiǎn)單的紋理。
the main task for me was to do the correct properties of materials suitable for this scene, especially materials of metal, because there is very much of him.
對(duì)我來(lái)說(shuō),這個(gè)是一個(gè)很重要的任務(wù),因?yàn)樗苏麄(gè)場(chǎng)景中材質(zhì)的表現(xiàn),尤其做出你想要的金屬材質(zhì)。
for lighting i chosen vray. i wanted to create feeling of presence of spider in a small room. i used one large source vray plane, which was the basic light, something like window. also i used hdri map for gi environment and reflection environment, what create reflections in metallic details and also interesting atmosphere. in properties of vray i used adaptive subdivision image sampler, for primary bounces i took irradiance map and light cache for secondary bounces.
對(duì)于照明,我選擇了vray的渲染器,我想創(chuàng)造出一個(gè)蜘蛛真實(shí)存在的感覺(jué),在一個(gè)小房間里,我用一個(gè)大的vray面光源,這是作為我們的基本光源,像一個(gè)窗口一樣的東西,此外,我們還是用了一張hdri貼圖作為我們的反射環(huán)境,這樣的話我們創(chuàng)建出反射金屬的效果和這個(gè)氣氛也很有趣。在vray的屬性里面,我用自適應(yīng)細(xì)分進(jìn)行圖樣采樣,而間接光照系統(tǒng)我們使用,發(fā)光貼圖作為一次反彈,燈光緩存作為我們的二次反彈。
so, final render was ready. for correcting image i chose photoshop. i did some color correction and then i decided that i need somehow to select a spider. for this purpose i render zdepth channel, what create focusing on a spider and make dof effect.
渲染出最后的效果,然后我們?cè)趐hotoshop中對(duì)我們的圖像做一些糾正,我是做了一些色彩的校正,然后,我又制作了一張zdepth通道,重點(diǎn)用來(lái)制作出蜘蛛和景深效果。
smoke, going out from overhead i did with fumefx, and then put him from above basic layer in the multiply mode.
煙霧,我使用了fumefx這樣的一個(gè)插件,然后再使用正片疊底的方式疊加方式放在ps圖層上。
i used glow effect what do picture not such bright and more washed out. also i used vignetting effect and chromatic aberration what make picture looked more realistic.
我使用了一些發(fā)光的效果使畫(huà)面變得不是那么的明亮。我同事也做了一些光暈的效果,使圖像看上去更加真實(shí)。
big thanks to all, hope you like it!
感謝大家,希望大家能夠喜歡!
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