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Intro
Hi! My name is Irene Ha, and I work in game industry as an environment artist. I am always trying to update my skill. This time I wanted to learn hard surfacing modeling and practice Substance Designer and Painter.
介绍
你好!我叫 Irene Ha,我在游戏行业工作,是一名环境美工师。我一直在努力更新我的技能。这次我想学习硬曲面建模并练习 Substance Designer 和 Painter。
Software
I used Maya for modelling and created unique materials with Substance Designer. The prop was textured with Substance Painter and rendered in Marmoset Toolbag3.
软件
我使用 Maya 进行建模并使用 Substance Designer 创建了独特的材质。道具使用 Substance Painter 制作纹理并在 Marmoset Toolbag3 中渲染。
References/Inspiration
It was important for me to create something that I feel connected to, otherwise, I will lose interest and never complete it. I already have too many unfinished 3d projects! As I google mindlessly, I saw a pretty roller skate that reminded me of my childhood. I used to ride my sister’s roller skate when I was a kid and absolutely loved it. So, I decided to make a personalized roller skate just for me.
参考/灵感
对我来说,创造一些我觉得与之相关的东西很重要,否则,我会失去兴趣并且永远不会完成它。我已经有太多未完成的 3d 项目了!当我漫不经心地谷歌搜索时,我看到了一个漂亮的轮滑鞋,让我想起了我的童年。我小时候经常骑我姐姐的旱冰鞋,非常喜欢它。所以,我决定为我制作一个个性化的轮滑鞋。 Blockout/Modelling
I used SubD modeling to create the prop. First, focus on the silhouette and volume of the model. Always have reference images within Maya and study the prop before modelling. I used edge crease to harden edges and preview the model with smooth on as I add more details. Since this is a personal project, I decided to do highpoly modeling and don’t worry about optimization.
定型/建模
我使用 SubD 建模来创建道具。首先,关注模型的轮廓和体积。在 Maya 中始终拥有参考图像并在建模之前研究道具。我使用边缘折痕来硬化边缘并在添加更多细节时使用平滑预览模型。 由于这是一个个人项目,我决定做highpoly建模,不用担心优化。 UVing
I UVed the model in Maya just before applying smooth to the entire model. It’s easier to check the texture density and much faster to unwrap the lower poly model. I decided to have three UVs base on the materials, leather, metal, and plastic.
UV
在对整个模型应用平滑之前,我在 Maya 中对模型进行了 UV 处理。检查纹理密度更容易,展开较低多边形模型的速度也更快。我决定根据材料、皮革、金属和塑料制作三个 UV。
Materials
This roller skate needed three unique materials, rubber sole, shoelaces, and wheels. They were created in Substance Designer and I used very simple nodes.
材质
这款轮滑鞋需要三种独特的材料,橡胶鞋底、鞋带和轮子。它们是在 Substance Designer 中创建的,我使用了非常简单的节点。
Texturing
I used Adobe Substance Painter to texture the model. Smart materials and the stitch brush tool saved me a lot of time. Always have reference images to check colour, roughness and metal. For the wheel, I first, applied the material created from Designer, then I added dirt and scratches.
纹理
我使用 Adob​​e Substance Painter 对模型进行纹理处理。智能材料和针迹笔刷工具为我节省了大量时间。总是有参考图像来检查颜色、粗糙度和金属。 对于车轮,我首先应用了从 Designer 创建的材料,然后添加了污垢和划痕。 Shaders/Lighting/Rendering
From the beginning of the project, I wanted jewel-like wheels for my roller skate. This look was achieved by using Refraction and having Use Microsurface on. I used a simple three-point lighting setup and rendered it with Marmoset Toolbag3.
着色器/照明/渲染
从项目一开始,我就想为我的轮滑鞋配备宝石般的轮子。这种外观是通过使用折射和使用微表面实现的。我使用了一个简单的三点照明设置并使用 Marmoset Toolbag3 进行渲染。 Conclusion
It was a really fun project and I learned so much along the way. I would like to thank Games Artist for giving me an opportunity to share my workflow!
结论
这是一个非常有趣的项目,我在此过程中学到了很多东西。我要感谢 Games Artist 让我有机会分享我的工作流程!
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