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Maya怎么繪制一只可愛的烏龜?

2020-10-20 19:16:25
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在本教程中,我將向您展示我用來制作這個Squirt的場景的過程。 我們將從收集參考和靈感開始,繼續到如何雕刻角色,然后看看照明和陰影,最后我們要渲染它并組成它。我也會談論什么使一個好的組成,也許有點顏色。

Inthis tutorial I will show you how the process I used to make this scene ofSquirt. We will start by gathering references and inspiration, moving on to howto sculpt the character, then look at the lighting and shading, and finally weare going to render it and compose it. I will also to talk about what makes agood composition and maybe a bit about colors.

Inspiration

Ifind that when you first start a new artwork you must have an impulse orinspiration that will push you to do it; for me this was two artists, AaronBlaise and Jeremy Vickery. Their understanding of light, composition, and coloris so mind blowing that makes their work look amazing. They have led me to takesome courses on lighting and color and I have begun to microscopically analyzetheir work to try to gain a better understand, and learn from, what makes theirwork stand out. The work of these two geniuses is so amazing that I it hasinspired me to do something in their style - but in 3D because they are mainly2D guys!

靈感

我發現,當你第一次開始一個新的藝術品,你必須有一個沖動或靈感,將推動你做它;這是兩個藝術家,亞倫布萊斯和杰里米維克里。 他們對光,組成和顏色的理解是如此令人興奮,使他們的工作看起來驚人。 他們帶領我參加了一些關于照明和顏色的課程,我已經開始微觀分析他們的工作,嘗試更好地了解和學習,是什么使他們的作品脫穎而出。這兩個天才的工作是如此驚人,我也啟發了我在自己的風格做什么但是3D,因為他們主要是2D。

Hereyou can see Jeremy has a good understanding of color and light

在這里你可以看到Jeremy對顏色和光有很好的理解

Findingreference

Onceyou have the inspiration, your next step should always be to find referenceimages of what you are going to create. For me this was an existing character(Squirt the turtle) which makes the reference gathering a bit easier; althoughI intended to do a new, completely different scene and lighting from whatexists in the film Finding Nemo. I started to gather references from the filmto help with the modeling and also reference of lighting and composition. Iusually put together a collage of the images and I keep it open, to refer to,until I have finished.

尋找參考

一旦你有了靈感,你的下一步應該是找到你要創造的參考圖像。對我來說,這是一個現有的角色(Squirt烏龜),使參考資料的收集更容易一點; 雖然我打算做一個新的,完全不同的場景和所存在的Finding Nemo在電影中的照明。我開始收集電影的參考,以幫助建模和照明和組成的參考。 我通常把一個拼貼的圖像,我保持開放,參考,直到我完成了。

Iusually collect as many references as I can, from lots of angles

我通常收集盡可能多的參考,我可以從許多角度

Modeling

Whenyou have collected together the references you can move on to the fun part -modeling the character. Since this is a personal project done for fun, and isnot going to be animated, I don't need to worry too much about topology andposing for animation. This allows me to have more artistic freedom, so I gostraight to sculpting in the pose and expression of the final look. If this wasfor production, we would need to model first in a neutral pose, do someretopology and then in ZBrush or Maya rig it in a pose.

建模

當你收集了這些引用之后,你就可以進入到有趣的部分--角色建模。因為這是一個為了樂趣而做的個人項目,并且不會是動畫,我不需要擔心太多的拓撲和擺動動畫。 這讓我有更多的藝術自由,所以我直接雕刻的姿勢和表達的最后的樣子。如果這是為了生產,我們將需要首先在一個中立的姿勢,做一些重構,然后在ZBrush或maya鉆機它的姿勢。

Sculpting

Iusually start with a sphere. This is my personal preference when starting a newsculpt but you can start whichever way suits your work best. I like to put thereferences side by side to help match the sculpt to the character. I define theoverall shapes and proportions, which always looks ugly at first because theshapes are not yet defined and the personality of the character has not yetemerged, but by working slowly and paying attention to the forms and shapes youwill start to get it right! I work with DynaMesh until I have all the correctoverall volumes and proportions, then use ZRemesher before I start defining allthe shapes, planes, volumes, etc.

雕刻

我通常從一個球開始。 這是我個人的喜好,當開始一個新的雕塑,但你可以開始,無論哪種方式適合你的工作最好。我喜歡把參考并排,以幫助匹配雕刻的字符。 我定義的總體形狀和比例,它總是看起來丑陋,因為形狀尚未定義,人物的個性還沒有出現,但通過工作緩慢,注意到形式和形狀,你會開始得到它對! 我使用DynaMesh,直到我有所有正確的總體積和比例,然后使用ZRemesher之前,我開始定義所有的形狀,飛機,卷等。

Istart from the basic form, define the planes and start to refine the forms

我從基本形式開始,定義平面并開始細化形式

UVs

Imade the UVs in ZBrush, which is very easy. You only have to grab the SubTool,go to ZPlugin > UV master, then click ?Work on Clone'. With the Standardbrush, enable control painting, then click Attract and fill the SubTool withblue. Then click Protect and mark the seam in red. Now the only thing left todo is click Unwrap, and there you have it! Now copy the UVs from the Clone tothe original SubTool , you have the UVs!

Again,if this was for production, I would have done the UVs in Maya and laid them outcorrectly; but doing work for myself is the only time when I don't need to beworried about all that technical stuff.

UVs

我在ZBrush做了UVs,這是很容易。 你只需要抓住SubTool,轉到ZPlugin> UV master,然后單擊“工作在克隆”。使用標準畫筆,啟用控制繪畫,然后單擊吸引并用藍色填充子工具。 然后單擊保護并用紅色標記接縫。 現在唯一剩下要做的就是點擊Unwrap,你有它!現在復制UVs從克隆到原來的SubTool,你有UVs!

再次,如果這是為了生產,我會在Maya完成UVs并正確地布置它們; 但為自己做的工作是唯一的時候,我不需要擔心所有的技術的東西。

Theblue color represents the UV space and the red one the seam

藍色代表UV空間,紅色代表接縫

Paintingtime!

Forpainting I use the Standard brush with different alphas. I start by giving it aflat base color, and then define some opaque spots. Afterwards I add somehighlights and finally a layer of little freckles.

繪畫時間!

對于繪畫我使用具有不同阿爾法的標準畫筆。我開始給它一個平基色,然后定義一些不透明的斑點。 之后,我添加一些亮點,最后一層小雀斑。

Alphasare a great help when creating skin patterns, markings, and freckles

當創建皮膚圖案,標記和雀斑時,Alphas是一個很大的幫助

Exporting

AsI said since this is a personal project and I was not going to animate this, Idid not retopologize it (it would have been the correct thing and a goodpractice), so for exporting this to Maya, what I did was export a 4kDisplacement Map from ZBrush and a bum map and then import it into Maya withthe lowest subdivision mesh of the turtle model, I exported the displacementmainly for the wrinkles and the skin texture in the fins.

出口

正如我所說,因為這是一個個人項目,我不會動畫這個,我沒有retopologize它(這將是正確的事情和良好的做法),所以出口到Maya,我做的是出口 4k位移地圖從ZBrush和一個地圖,然后導入到龜甲模型的最低細分網格Maya,我導出位移主要是為了皺紋和皮膚紋理的鰭。

Iexported a 4k displacement map to apply it in Maya and have the same level ofdetail

我導出了一個4k的位移貼圖,在Maya中應用它,并具有相同的細節水平

Lightingand composition

Iused a Dome light with an HDRi to give overall warmth to the fill light; Iadded a key light, and afterwards, some bounce lights. Once all the lights arein you can play with the color and temperature of the lights. I wanted tocreate a kind of "sunset" lighting, so I started to move lightsaround to match something like a sunset. One important light here is the directionallight; this is because it gives you the same feeling as the setting sun, withhard shadows and nice colors.

Tofind a pleasant composition you can apply the Rule of Thirds and use the GoldenRatio, which helps to give a balanced composition with places were the eye canrest and move around the page.

照明和組成

我使用了一個圓頂燈與HDRi給整體的溫暖的填充光; 我添加了一個鑰匙燈,然后,一些反彈燈。 一旦所有的燈都在你可以玩的顏色和燈的溫度。我想創造一種“日落”的照明,所以我開始移動燈光,以匹配像日落的東西。 這里一個重要的光是定向光; 這是因為它給你與夕陽相同的感覺,硬陰影和漂亮的顏色。

要找到一個愉快的組成,你可以應用三分法,使用黃金比例,這有助于給一個平衡的組成與地方是眼睛可以休息和移動的頁面。

Mylighting set up is simple HDRi, key light, fill light and the most importantthe bounce lights

我的照明設置是簡單的HDRi,鑰匙燈,補光和最重要的反光燈

Youcan see the golden ratio and the rules of three applied to my composition

你可以看到黃金比例和三個規則適用于我的構圖

Shading

Iused mainly the V-Ray FastSSS2 shader material which gives you a very niceorganic feeling because of the SSS. Creating a nice shader is a matter ofobservation and keep tweaking until you find something that you like, alsotweak the lighting to make the shader behave the way you want. The mostimportant parameters in FastSSS2 are the prepass rate, scale, the Specular andthe Scatter color. With the prepass rate you control the "quality" ofthe shader so something around 0 or 1 is finding. The scale is like amultiplier of the scatter radius it controls the amount of light is scattered.The Specular palette controls the specular parameters such as the amount andthe gloss. And the scatter color controls the color of the shader when thelight is scattered.

底紋

我主要使用V-Ray FastSSS2著色材料,它給你一個非常好的有機感覺,因為SSS。創建一個漂亮的著色器是一個觀察的問題,并持續調整,直到你找到你喜歡的東西,也調整照明,使著色器的行為方式是你想要的。FastSSS2中最重要的參數是準波率,標度,鏡面反射和散射色。 使用prepass速率你控制著色器的“質量”,所以大約0或1的東西被發現。 尺度就像散射半徑的乘數,它控制光的散射量。 鏡面調色板控制鏡面參數,如光量和光澤。 散射顏色控制光散射時著色器的顏色。

Hereyou can see the overall parameters I used for the skin shading

在這里你可以看到我用于皮膚陰影的總體參數

Compositing

Igave this scene several passes. Try to render out the turtle and the plants andsand separately this gives you much more control. I like to use After Effectsto do my compositing; I usually start by giving it some contrast, then I blurthe background. I apply a color correction layer with Magic Bullet Suite by RedGiant, which has a lot of cool tools for color correcting a scene. In PhotoshopI make a few final tweaks and touches, such as accentuating the bright spots bypainting in the image with the brush in Color Dodge mode ? its gives a moreappealing light effect. I try to give the scene a "volumetricatmosphere" with depth.

合成

我給這個場景幾遍。嘗試把龜和植物和沙子分開,這給你更多的控制。我喜歡使用After Effects做我的合成; 我通常開始給它一些對比,然后模糊我的背景。我應用紅色巨人魔術子彈套件的顏色校正層,它有很多很酷的工具,用于顏色校正場景。 在Photoshop中,我做了一些最后的調整和觸摸,例如通過在顏色模型中用畫筆在圖像中繪制亮點來突出亮點?它給出了更有吸引力的光效果。 我試著給場景一個“體積大氣”深度。

Thefinished piece 成品

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