旧打字机 – 故障道具制作分解 – 南条山-双语
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发布于 2022-8-9 18:11:50

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Introduction
Hello, I’m Namjo Son, a Korean 3D Artist.
介绍
你好,我是Namjo Son,韩国3D艺术家。
I have worked as a 3D Designer for low poly hand-drawn projects and I’ve always been curious about how realistic assets are made. 3DS Max is commonly used as a 3D tool in Korean Game Companies, I also found that there are many projects that use Maya and Blender in domestic Video Game teams and overseas projects. So, I decided to start a new project and learn a new program. I heard that Soha’s Maya hard surface class was starting at the time. Luckily, I was able to join the class. Mentor Soha gives one keyword as homework for each class. It was nice to be stimulated and inspired just by looking at other works that were made on the same subject.
The keyword was typewriter this time.
我曾担任低多边形手绘项目的3D设计师,我一直对如何制作逼真的资源感到好奇。3DS Max在韩国游戏公司中通常用作3D工具,我还发现在国内视频游戏团队和海外项目中有许多使用Maya和Blender的项目。所以,我决定开始一个新项目,学习一个新程序。我听说Soha的玛雅硬表面课程当时正在开始。幸运的是,我能够加入这个班级。Soha导师给出了一个关键词作为每个班级的家庭作业。仅仅通过观看在同一主题上制作的其他作品就能受到刺激和启发,这真是太好了。
这次的关键词是打字机。
References
I wanted to make this typewriter as old and as realistic as possible. The first step was finding a good reference quickly. I could see and refer to high-quality typewriters on sites such as Artstation, but I wanted to create a perfectly realistic scene. I researched for some data on Google, Pinterest, and free high-quality photo image sites.
I finally found a good picture. It was an AEG typewriter made in the 1930s. I could make my own story based on this information. I imagined The main character in this photo was a journalist and The place of this picture was him, on his desk. This imagination helped to add objects to this scene.
引用
我想让这台打字机尽可能古老和逼真。第一步是快速找到一个好的参考。我可以在Artstation等网站上看到并参考高质量的打字机,但我想创造一个完美逼真的场景。我研究了Google,Pinterest和免费高质量照片图像网站上的一些数据。
我终于找到了一张好照片。它是20世纪30年代制造的AEG打字机。我可以根据这些信息制作自己的故事。我想象这张照片中的主角是一名记者,这张照片的位置是他,在他的桌子上。这种想象力有助于将对象添加到这个场景中。
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Blockout
I finished the base block out after looking at the reference and added V-ray lights and rendered them in advance. When the mood of the scene was complete, I started to model and make sub-objects.
After some basic modeling, I exported the model to Substance painter. The main object, the typewriter, and the background object were separated and each material was distributed separately. For high-quality work, it is recommended to use high-quality baking as much as possible, but the file becomes heavy. So the curvature was baked at 4k and the rest was baked at 2k.
封锁
在查看参考后,我完成了基础块,并添加了V射线灯并提前渲染它们。当场景的气氛完成后,我开始建模和制作子对象。
经过一些基本的建模后,我将模型导出到Substance painter。主对象,打字机和背景对象被分开,每种材料都单独分布。对于高质量的工作,建议尽可能使用高质量的烘焙,但文件会变重。因此,曲率以4k烘烤,其余部分以2k烘烤。




Texturing
I focused on the highlighted part below and drew this part similar to the reference using alphas. It is recommended to prepare a variety of alpha sources before working. I usually take pictures and make them in Photoshop or buy them on Artstation. This is the most helpful way to add the details quickly.
纹理
我专注于下面突出显示的部分,并使用alpha绘制了类似于参考的部分。建议在工作前准备各种阿尔法来源。我通常拍照并在Photoshop中制作,或者在Artstation上购买。这是快速添加详细信息的最有用方法。






I thought about how to express the roll part. This part couldn’t be expressed in one alpha. So, it was made by blending the above alphas to express vertical scratches. After blending the uniform sprites and scratches, I then mixed a diagonal scratch using a fur alpha and added a blur slope to break the straight line feeling.

I came back to Maya and checked to see if the textures were being expressed properly and in the same way as in Substance painter. Sub-objects other than the main object was expressed by adding the necessary parts to the basic smart material. Free photo sources helped here.
我想到了如何表达滚动部分。这部分不能用一个阿尔法来表达。因此,它是通过混合上述alpha来表达垂直划痕而制成的。在混合了均匀的精灵和划痕之后,我使用毛皮阿尔法混合了对角线划痕,并添加了模糊的斜率以打破直线感觉。


I came to realize something went wrong when I added a newspaper texture. Newspapers were laid out cluttered, and the main object, the typewriter, looked like an asset that just blended in with the background.
我回到Maya并检查纹理是否正确表达,并且以与Substance painter相同的方式表达。主要对象以外的子对象是通过向基本智能材料添加必要的部件来表示的。免费的照片来源在这里有所帮助。




I used images of real newspapers, but the real newspaper had too many letters and distracted the overall feeling. The picture on the back was the same. And the shape of the typewriter felt too new and needed more weathering.
The part that mentor Soha Yeon emphasizes the most, is value and layout. His advice was a great help and helped me a lot. I tried to use many colours for the texture0 whilst paying attention to his advice.
当我添加报纸纹理时,我意识到出了点问题。报纸摆放得杂乱无章,主要对象打字机看起来像是与背景融为一体的资产。
我使用了真实报纸的图像,但真实的报纸有太多的字母,分散了整体感觉。背面的图片是一样的。打字机的形状感觉太新了,需要更多的风化。
导师Soha Yeon最强调的部分是价值和布局。他的建议是一个很大的帮助,帮助了我很多。我试图使用多种颜色来制作纹理0,同时注意他的建议。


Since the surface of the old typewriter body was not smooth, I tried to express the feeling of it being dented and used as much as possible. By adding Height, I added it randomly and naturally with alphas. The roll of newspapers in the back looked too dark, so I added a light and re-adjusted the overall value.
Now! It’s my favorite time to add details! Stickers & patterns helped me to express the object naturally. I also put a little ember on the tip of the cigarette, I thought it would feel more natural if I added smoke.
由于旧打字机机身的表面不光滑,我试图表达它被凹陷和尽可能多地使用的感觉。通过添加高度,我随机和自然地添加了 alpha。后面的报纸卷看起来太暗了,所以我加了一盏灯,重新调整了整体价值。
现在!这是我最喜欢的添加细节的时间!贴纸和图案帮助我自然地表达了物体。我还在烟尖上放了一点余烬,我想如果我加烟会感觉更自然。


Outro
Finally finished!
In projects I had worked on in the past, I rarely did PBR work, so the process of applying and understanding that part was a big task for me.
奥特罗
终于完成了!
在我过去参与过的项目中,我很少做PBR工作,所以应用和理解该部分的过程对我来说是一项艰巨的任务。
I always thought that I was an unskilled 3D Modeler, so learning from scratch with a new tool was both a challenge and a pleasure. The lighting, materials, color usage, and angles installed to decorate the scene was all calculated by me. Hopefully, everyone who reads this article will also enjoy this new challenge.
我一直认为我是一个不熟练的3D建模师,所以用一个新工具从头开始学习既是一种挑战,也是一种乐趣。用于装饰场景的照明,材料,颜色使用和角度都是由我计算的。希望每个阅读本文的人也会喜欢这个新的挑战。
Best Regards,
Namjo, Son.
最好的问候,
南条,儿子。


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