[材质贴图] 【双语】Spikes Tactical Billet St 压缩机 – 道具分解 – Filippo Morale...

查看:1262 |回复:2 | 2021-12-31 17:12:52

您需要 登录 才可以下载或查看,没有账号?注册

x
本帖最后由 Ciel。 于 2021-12-31 17:17 编辑

09 NOVEMBER 2021

Spikes Tactical Billet St Compressor – Prop Breakdown – Filippo Morale
2021 年 11 月 9 日

Spikes Tactical Billet St 压缩机 – 道具分解 – Filippo Morale
56.jpg

Introduction

Hi everyone, I’m Filippo Morale, I’m 22 and I’m a hard surface artist.

I studied for 2 years at Event Horizon, a school specialized in game development. Then I decided to become self-taught mainly focused on Hardsurface.

In this article, I will cover all the steps I followed in order to make the weapon. I would like to clarify that I’m not an expert in all the software that I will show you, so don’t take my explanation as the only and right way to do things, you rather try yourself and experiment.

介绍

大家好,我是 Filippo Morale,今年 22 岁,是一名硬面艺术家。

我在 Event Horizo​​n 学习了 2 年,这是一所专门从事游戏开发的学校。然后我决定自学,主要专注于 Hardsurface。

在本文中,我将介绍我为制作武器而遵循的所有步骤。我想澄清一下,我不是我将向您展示的所有软件的专家,所以不要将我的解释视为唯一正确的做事方式,您宁愿自己尝试和实验。

60.jpg

Goal

The goal I wanted to achieve with this project was to learn new software and a new workflow, in order to understand which could be the best for me. I also wanted to create a weapon that was as realistic as possible because I love photorealism.
目标

我想通过这个项目实现的目标是学习新软件和新工作流程,以便了解哪个对我来说是最好的。我还想创造一种尽可能逼真的武器,因为我喜欢写实。

References

Over the years spent in this market, I have understood how important it is to have an excellent references base in order to always have an eye on the real images of the object. This means being able to better understand the shapes, the functioning, the materials and how it reflects the light. I used Pureref to collect all the necessary references as it gives the possibility to merge them into a single file.

参考

在这个市场上度过的这些年里,我明白拥有一个优秀的参考基础是多么重要,以便始终关注对象的真实图像。这意味着能够更好地理解形状、功能、材料以及它如何反射光。我使用 Pureref 收集所有必要的参考资料,因为它可以将它们合并到一个文件中。

As you can see I grouped all the images according to their function and use.
正如你所看到的,我根据它们的功能和用途对所有图像进行了分组。

Blockout
For the blockout, I used Fusion 360 because it was the software that I wanted to learn. I started with some basic shapes like the front rail and the suppressor.
阻挡
对于封锁,我使用了 Fusion 360,因为它是我想学习的软件。我从一些基本形状开始,比如前导轨和抑制器。

I created the front view sketch, then I extruded it and at the end, I made all the holes with some booleans.
我创建了前视图草图,然后挤压它,最后,我用一些布尔值制作了所有孔。
I started with the easy parts in order to understand how the software works and then I moved on the hardest like the stock, magazine, iron sight, receiver, foregrip, holographic sight, laser pointer, etc. The main grip is the only part that I made with Blender because I prefer to make that kind of model in poly modeling software.
我从简单的部分开始,以了解软件的工作原理,然后我继续研究最难的部分,如枪托、弹匣、铁瞄准器、接收器、前握把、全息瞄准器、激光笔等。主握把是唯一的部分我用 Blender 制作是因为我更喜欢在多边形建模软件中制作那种模型。
The hardest part of using Fusion is that with this kind of software, you have to use a different mentality. With a cad you can’t move or rotate the geometry however you like, you can’t move the vertices or the edges but you have to create everything with a sketch and modify it with extrusion and booleans.
使用 Fusion 最难的部分是使用这种软件,您必须使用不同的心态。使用 cad,您不能随意移动或旋转几何体,也不能移动顶点或边,但您必须使用草图创建所有内容并使用挤压和布尔值对其进行修改。
After the blockout, I added all the details. Here is the result.
在封锁之后,我添加了所有细节。这是结果。

High poly

Once I completed the blockout, I exported piece by piece, everything on MOI 3D, a software that gives you the possibility to convert a cad file into a poly model. I didn’t always keep the same export parameters but I changed them based on the model I had to work on. My advice is to keep as many details as you can, in order to save all the details

高聚

完成封闭后,我将 MOI 3D 上的所有内容逐块导出,该软件可让您将 cad 文件转换为多边形模型。我并不总是保持相同的导出参数,但我根据我必须处理的模型更改了它们。我的建议是保留尽可能多的细节,以保存所有细节

Here’s an example:
下面是一个例子:

After I exported everything from MOI, I imported the models on Blender for quick merge of the vertices and to triangulate all the faces (you can do this step during the export from MOI too but I prefer to triangulate on Blender, personal taste). At this point comes ZBrush providing tools like “groups by normal”, “dynamesh”, “polish by groups”, “polish crips edge” and “decimation master” to  get the high poly.

从 MOI 导出所有内容后,我在 Blender 上导入模型以快速合并顶点并对所有面进行三角剖分(您也可以在从 MOI 导出时执行此步骤,但我更喜欢在 Blender 上进行三角剖分,个人品味)。在这一点上,ZBrush 提供了诸如“groups by normal”、“dynamesh”、“polish by groups”、“polish crips edge”和“decimation master”之类的工具来获得高多边形。

Low poly
For the low poly, during the export from MOI I kept in mind the poly count. I removed different details and I left the model slightly edgy.
低聚
对于低多边形,在从 MOI 导出期间,我牢记多边形数量。我删除了不同的细节,让模型有点前卫。

Then I imported everything on Blender to clean up the geometry leaving some details and imperfections. Furthermore, I merged the vertices and got a quadrangular model in order to get the UV islands with as few artifacts as possible.
然后我在 Blender 上导入所有内容以清理几何图形,留下一些细节和缺陷。此外,我合并了顶点并得到了一个四边形模型,以便获得具有尽可能少伪影的 UV 岛。

UV’s
For the UV’s I decided to create 5 layouts, 1 for the holographic sight and the zoom (4k), 1 for the laser pointer (2k), 1 for the stock (2k) and 2 for the gun including the magazine (4k). Once I decided on the seams and the hardened edges, I used 2 add-ons for Blender in order to better arrange the islands in the UV space. With the first one, “TexTools”, i fixed the curvature of the UV making it more squared by clicking on “Rectify” and with the second one, “UVPackmaster2” I packed the UV islands precisely and fast, using as much UV space as possible.

紫外线
对于 UV,我决定创建 5 个布局,1 个用于全息瞄准器和变焦 (4k),1 个用于激光指示器 (2k),1 个用于枪托 (2k),2 个用于包括弹匣在内的枪 (4k)。确定接缝和硬化边缘后,我为 Blender 使用了 2 个附加组件,以便更好地安排 UV 空间中的岛屿。在第一个“TexTools”中,我通过单击“Rectify”修复了 UV 的曲率,使其更加方正,而在第二个“UVPackmaster2”中,我精确而快速地打包了 UV 岛,使用了尽可能多的 UV 空间可能的。

Baking
Because of the complexity of the weapon, I used the “quick loader” tool of Marmoset 4. It loads the FBX divided into different meshes and creates instantly the bake groups. This function saves you a lot of time. Furthermore, when the FBX will be updated and exported again from a 3D program, it will also update on Marmoset too. I used also the tool called “paint skew”, in order to get a bake of the details like screws, etc perfectly perpendicular to the surface.

烘烤
由于武器的复杂性,我使用了Marmoset 4的“快速加载器”工具。它加载了分成不同网格的FBX,并立即创建了烘焙组。此功能可为您节省大量时间。此外,当 FBX 将更新并再次从 3D 程序导出时,它也会在 Marmoset 上更新。我还使用了称为“油漆倾斜”的工具,以便将螺丝等细节完美地垂直于表面烘焙。

Texturing

For the texturing, I used Substance Painter. I started by creating 2 main folders ( plastic and metal) masking according to the materials in order to not touch the plastic parts with metallic values and vice versa. I set the base material (i haven’t used smart materials because I want to learn as much as I can to create them myself), so i added metallic and roughness bases. Then I added 2 or 3 roughness variations like fingerprints or dirt.

Then it was the turn of the scratches and edges to be masked with the AO texture in order to avoid any damages on the areas which are not very exposed. I added a dirt layer in order to create some color variations and I ended up with the decals I created before with Photoshop.


纹理

对于纹理,我使用了 Substance Painter。我首先根据材料创建 2 个主要文件夹(塑料和金属)遮罩,以便不接触具有金属值的塑料部件,反之亦然。我设置了基础材料(我没有使用智能材料,因为我想尽可能多地学习自己创建它们),所以我添加了金属和粗糙度基础。然后我添加了 2 或 3 个粗糙度变化,如指纹或污垢。

然后轮到划痕和边缘用 AO 纹理掩盖,以避免对不太暴露的区域造成任何损坏。我添加了一个污垢层以创建一些颜色变化,最后我得到了我之前用 Photoshop 创建的贴花。

Rendering

As for the bake, I used Marmoset 4 also for the rendering. I started by importing the gun with its attachments and then choosing the best camera angle. At this point, I added a fill light and then I created the highlight on the weapon to get a nice cut out of it from the background. For the environment, I used an HDRI preset with white light.

渲染

至于烘焙,我也使用 Marmoset 4 进行渲染。我首先导入带有附件的枪,然后选择最佳的相机角度。在这一点上,我添加了一个补光灯,然后我在武器上创建了高光,以便从背景中很好地剪掉它。对于环境,我使用了带有白光的 HDRI 预设。
For the laser I exported a cylinder from Blender, I created a green emissive material with alpha value and then I added a spotlight at the base of the laser pointer in order to light up the gun with the ray tracing. At this point, I decided to give more dynamism to the scenes by buying a pair of rigged and textured arms with gloves made by Alex Khaliman. I imported them on Blender deciding the pose I wanted to achieve and then I exported them again to Marmoset rendering scenes.

对于我从 Blender 导出圆柱体的激光,我创建了一个具有 alpha 值的绿色发光材料,然后我在激光指示器的底部添加了一个聚光灯,以便通过光线追踪照亮枪。在这一点上,我决定通过购买一双由 Alex Khaliman 制作的带有手套的有操纵和纹理的手臂,为场景赋予更多活力。我在 Blender 上导入它们,决定了我想要达到的姿势,然后我再次将它们导出到 Marmoset 渲染场景。

Polish
After concluding all the renders, I used Photoshop to work a little on the brightness and the contrast.

抛光
完成所有渲染后,我使用 Photoshop 对亮度和对比度进行了一些处理。

Conclusion


In conclusion, during this project, I used Fusion 360, MOI 3D, Blender, Zbrush, Marmoset 4, Substance Painter and Photoshop. After concluding this weapon I can say that I will add Fusion and MOI to my workflow because they are perfect for my way to work on hard surface assets.  The whole procedure took me a lot of time but it was worth it. I just want to thank GameArtist for giving me the opportunity to share my experience with all of you. I hope it could help you. See you on the next weapon!


结论

总之,在这个项目中,我使用了 Fusion 360、MOI 3D、Blender、Zbrush、Marmoset 4、Substance Painter 和 Photoshop。完成此武器后,我可以说我会将 Fusion 和 MOI 添加到我的工作流程中,因为它们非常适合我处理硬表面资产的方式。整个过程花了我很多时间,但这是值得的。我只想感谢 GameArtist 让我有机会与大家分享我的经验。我希望它能帮助你。下一个武器再见!

I’m available for job opportunities about hard surfaces (mech, weapons, props).
我可以获得有关硬表面(机械、武器、道具)的工作机会。

2021-12-31 17:12:52  
 赞 赞 0

使用道具 登录

2个回答,把该问题分享到群,邀请大神一起回答。
2#
很棒的内容
回复 收起回复
2022-1-1 13:35:09   回复
 赞 赞 0

使用道具 登录

3#
请问这个有原图和那个详细的文件吗
回复 收起回复
2022-2-17 22:53:09   回复
 赞 赞 0

使用道具 登录

CG 游戏行业专业问题

综合文库3D建模技术文章教学
显示全部 8
您需要登录后才可以回帖 登录 | 注册

本版积分规则

快速回复 返回顶部 返回列表