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本帖最后由 秋令6689 于 2022-5-17 15:36 编辑
Gas Mask – Material Breakdown – Mikhail Kondratovich 防毒面具 – 材料分解 – 米哈伊尔·康德拉托维奇
Introduction Hi, my name is Mikhail Kondratovich. I am from Ukraine, I am 36 years old. Currently, I am working as a Material Artist at Spherical Horse. 介绍 嗨,我的名字是米哈伊尔·康德拉托维奇。我来自乌克兰,今年36岁。 目前,我在Spherical Horse担任材料艺术家。 Idea The idea for creating the material came up when I saw this image: 想法 当我看到这张图片时,产生了创建材料的想法:
Reference This photo was taken in the school premises, on the territory of the exclusion zone of the Chernobyl nuclear power plant. 这张照片是在切尔诺贝利核电站禁区内的校舍拍摄的。 Substance Designer In this article, I will cover the main points of creating a material. If you want to know more, you can download the original (SBS file) for free from the . 物质设计师 在本文中,我将介绍创建材料的要点。如果您想了解更多信息,可以从以从Artstation Store 免费下载原始(SBS文件)。 To create the outline of the gas mask, I used SVG Node. Then I used the Non Uniform Blur and Blur HQ nodes to create the volume. 为了创建防毒面具的轮廓,我使用了SVG节点。然后,我使用"非均匀模糊"和"模糊 HQ"节点来创建卷。 The basic shape of the valve tubes is created in a separate graph. To create a smooth transition, I pre-extruded the main shape using Directional Warp. After that I added the valve tubes using the Blend node in Max (Lighten) mode and blurred the result using a combination of Non Uniform Blur and Blur HQ nodes. 阀管的基本形状在单独的图表中创建。为了创建平滑过渡,我使用定向变形预拉伸了主形状。之后,我在Max(Lighten)模式下使用Blend节点添加了阀管,并使用Non Uniform Blur和Blur HQ节点的组合模糊了结果。 To prevent the masks from looking the same, the clips and holes on the cover of the exhalation valve tube change when the Random Seed parameter is changed. 为了防止口罩看起来相同,当随机种子参数更改时,呼气阀管盖上的夹子和孔会发生变化。 This is because the Ring Rotation Random parameter in the Splatter Circular nodes is set to 1. These nodes are responsible for the shape of the objects that cut air holes and clips. 这是因为"飞溅圆形"节点中的"环旋转随机"参数设置为 1。这些节点负责切割气孔和夹子的对象的形状。 The eyepiece glass has three options: whole, cracked and with a hole. The cracks are based on the Voronoi texture created with the Tile Sampler. 目镜玻璃有三种选择:整体,破裂和带孔。裂缝基于使用磁贴采样器创建的Voronoi纹理。 I also added the ability to change the position of the gas mask eyepiece. 我还添加了更改防毒面具目镜位置的功能。 To make the masks look more realistic, I made several versions of the inscriptions on the exhalation valve tube and at the bottom of the main form. 为了使面具看起来更逼真,我在呼气阀管和主表格的底部制作了几个版本的铭文。 A variety of gas masks are also added by belts. 皮带还增加了各种防毒面具。 The lower part of the straps has almost the same position and brightness. This is done so that the belts do not protrude beyond the metal buckles and do not cross them in height. 表带的下部具有几乎相同的位置和亮度。这样做是为了使皮带不会突出到金属扣之外,也不会在高度上穿过它们。 Each section of the gas mask has its own mask, its own channel. It is labeled Material and will come in handy when we divide areas by color to create a BaseColor map and Roughness map. 防毒面具的每个部分都有自己的面具,自己的通道。它被标记为材质,当我们按颜色划分区域以创建底色贴图和粗糙度贴图时,它将派上用场。 If a piece of material has a unique texture, it is passed through the Color channel. 如果一块材质具有独特的纹理,则会通过颜色通道。 To make the channels to coincide during blending, they are combined into one node using the RGB Merge node. Accordingly, the Tile Sampler Color node is used to distribute gas masks. 为了使通道在混合期间一致,请使用 RGB 合并节点将它们组合成一个节点。 因此,"磁贴采样器颜色"节点用于分发防毒面具。 The created layer of gas masks and the hoses added to them is duplicated and applied first over, then under the bottom with an offset. To fill in the voids, I created a scattered strap layer and placed it underneath. 创建的防毒面具层和添加到其中的软管被复制并首先应用于底部,然后在底部下方进行偏移。 为了填补空隙,我创建了一个分散的表带层,并将其放在下面。 To create hoses, a generator has been made in a separate graph. 为了创建软管,在单独的图形中制作了一个生成器。 Base Color and Roughness 基色和粗糙度 To set the desired color for different areas, I used the previously created Material channel as a mask. 为了为不同区域设置所需的颜色,我使用之前创建的材质通道作为蒙版。 It was also used to set the desired values for the Roughness map. 它还用于设置粗糙度贴图的所需值。 After setting the desired values, the textures were modified through the masks the Dirt and Dust generators. I also used Grunge Map 001 (as a mask) to change the brightness and saturation of various areas. Overlaying the Curvature Sobel in the Overlay mode (with lowered brightness) allowed to emphasize the volume. At the very end, I added a small noise (Fractal Sum Base) to the places where dust accumulates. 设置所需值后,通过蒙版"污垢"和"灰尘"生成器修改纹理。 我还使用Grunge Map 001(作为蒙版)来更改各个区域的亮度和饱和度。 在叠加模式(亮度降低)中叠加曲率Sobel以强调音量。 最后,我在灰尘积聚的地方添加了一个小噪声(分形和基数)。 This is how the modified Height, Normal and Ambient Occlusion maps look: 以下是修改后的高度、法线和环境光遮蔽贴图的外观: Marmoset Toolbag I render my materials in Marmoset Toolbag. 狨猴工具袋 我在狨猴工具箱中渲染我的材料。 For this kind of material, I decided to make the scene a little dark. 对于这种材料,我决定让场景有点暗。 The environment map, which acted as a fill light source, mainly illuminated the sides of the sphere. The central part remained in the shade. To convey the volume, a soft light source was added above the object. At the bottom left and in the upper right corner, I placed several backlight sources. They separated the subject from the background and nicely emphasized the relief. Due to the lack of lighting, the glass of the gas mask looked dull. Adding point lights directly above them brought the image to life. 环境贴图充当填充光源,主要照亮球体的侧面。中央部分仍然在阴凉处。 为了传达音量,在物体上方添加了一个柔和的光源。 在左下角和右上角,我放置了几个背光源。他们将主题与背景分开,并很好地强调了浮雕。 由于缺乏照明,防毒面具的玻璃看起来很暗淡。在它们正上方添加点光使图像栩栩如生。 Photoshop The background and sphere were added in separate layers in Photoshop. I added vignetting in several steps. To separate the object and add depth, I brightened the background in the area of the sphere outline. I really liked the vertical lines of different widths, which were slightly readable, I decided not to smooth them completely. 照片商店 背景和球体已添加到 Photoshop 中的单独图层中。 我分几个步骤添加了晕影。 为了分离对象并增加深度,我使球体轮廓区域的背景变亮。我真的很喜欢不同宽度的垂直线条,它们稍微可读,我决定不完全平滑它们。 One layer of adjustment curves was used to refine the sphere. 使用一层调整曲线来细化球体。 Subsequent correction affected the entire image. I added two textures through masks in Screen and Overlay modes. Then I slightly raised the saturation and added sharpness. 随后的校正影响了整个图像。 我通过屏幕和叠加模式下的蒙版添加了两个纹理。 然后我稍微提高了饱和度并增加了清晰度。 Tips for beginners For those who are just at the beginning of their journey, I would advise to clearly define the goal of what you want to achieve in a few years. Look at the artists whose work you like. Think about what needs to be learned, what needs to be practiced to reach their level. Imagine your portfolio in a few years. Create for yourself a program on how to make your desire materialize. Do not stray from the chosen path and you will succeed. 对于那些刚刚开始旅程的人,我建议他们明确定义几年后你想要实现的目标。看看你喜欢的艺术家的作品。想想需要学习什么,需要练习什么才能达到他们的水平。想象一下几年后你的投资组合。为自己创建一个关于如何实现您的愿望的程序。 不要偏离所选择的道路,你会成功的。
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