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本帖最后由 秋令6689 于 2022-5-17 12:04 编辑
Mid-Poly Modelling When I’m happy with the blockout, I start detailing everything. For this phase, I will make all the 3D details I need/want (screws, small holes, connections between two parts etc). Some quick steps of how I work with mid-poly: 中多边形建模 当我对封锁感到满意时,我开始详细说明一切。对于这个阶段,我将制作我需要/想要的所有3D细节(螺钉,小孔,两个零件之间的连接等)。 我如何使用中多边形的一些快速步骤: • After the blockout, I will first focus on the main shapes of the object. • When I’m happy with the shapes and silhouette in general, I start making some Booleans. I try to stay in a non-destructive workflow as much as possible. • Then, I add all the small details (it’s mainly the details here that will be baked, but can also be some 3D screws/holes too) using booleans, floaters, decals. • Let’s say I’ve now applied my Booleans and my small details are done. I will then put a bevel modifier on this model (because I’m using bevels as support loops) and try to fix the model where the bevels are broken. •在遮挡之后,我将首先关注对象的主要形状。 •当我对形状和轮廓感到满意时,我开始制作一些布尔值。我尽量保持在非破坏性的工作流程中。 •然后,我使用布尔值,浮标,贴花添加所有小细节(主要是这里将要烘焙的细节,但也可以是一些3D螺丝/孔)。 • 假设我现在已经应用了我的布尔值,我的小细节已经完成。然后,我将在此模型上放置一个斜角修饰符(因为我使用斜角作为支撑环),并尝试修复斜角断裂的模型。 This “mid-poly model” is the unsubdivided version of your high poly but without the support loops. When you are done and happy with the end result, you just need to duplicate it and apply what you need to achieve the High Poly (support loops) duplicate it again to optimise it for the low poly (removing any unnecessary details). 这个“中多边形模型”是高多边形的无细分版本,但没有支撑环。当您完成并对最终结果感到满意时,您只需要复制它并应用实现高多边形(支持循环)所需的内容,再次复制它以针对低多边形进行优化(删除任何不必要的细节)。 High Poly Modelling You have different methods for the High Poly (I will not talk about any CAD workflow here): 高聚乙烯建模 对于高多边形,您有不同的方法(我不会在这里讨论任何CAD工作流程): • Send your unsubdivided highpoly to Zbrush.* • Use the subdiv modifier in blender.** • Create a similar workflow as ZBrush, but in Blender with the remesh modifier.*** • 将未细分的高聚值发送到 Zbrush.* • 在 blender 中使用 subdiv 修饰符。 *These ways are used commonly now. Basically, you add a crease set on your hard edges -> then subdivide multiple times -> then apply Dynamesh on it and finally add some polish on the edges. Don’t forget to decimate it before exporting, or even doing a remesh. *这些方式现在常用。基本上,您在硬边上添加一个折痕集 -> 然后多次细分 -> 然后在其上应用 Dynamesh,最后在边缘上添加一些抛光剂。不要忘记在导出之前将其摧毁,甚至进行重新划分。
**Classic subdiv workflow. There are some tricks to keep it non-destructive in blender: **经典子工作流。有一些技巧可以使其在搅拌机中保持无损: 1) A) On your finished mid-poly, add a bevel modifier and use classic bevels as support loops on your edges. 2) B) OR you’re using the bevel modifier profile to add classic support loops around your hard edges without bevels. 3) Then, just add a subdiv modifier and go back to your mid-poly to fix the issues, if needed. 1) A) 在完成的中多边形上,添加斜角修饰符,并使用经典斜角作为边缘的支撑环。 2) B) 或者您正在使用斜角修饰符轮廓在没有斜角的硬边周围添加经典的支撑环。 3)然后,只需添加一个subdiv修饰符,然后根据需要返回到您的中多边形以解决问题。 What you can do when, if you are having some performance issues, is use Marmoset Toolbag for the baking. When you’re happy with your high poly, you can export the whole model WITHOUT any subdivision modifiers, and in toolbag 4 (not sure you’ll have this in the third version), you can subdivide your meshes and bake. 如果您遇到一些性能问题,可以做的是使用Marmoset Toolbag进行烘焙。当您对高多边形感到满意时,您可以导出整个模型,而无需任何细分修饰符,并且在工具箱4中(不确定在第三个版本中是否会有这个),您可以细分网格并进行烘焙。 ***This third one is the one, is the workflow I use. It’s a pretty powerful one shared by Ben Bolton on , thanks to him! 1) Add a bevel modifier on your mid-poly to get support loops. 2) Add a subdivision modifier with a level of 2/3. 3) Then, add a Remesh modifier, in voxel, with a low value (your model needs to be closed !!!). 4) Just finish with a Smooth modifier with a value between 50/100. 1)在中多边形上添加斜角修饰符以获得支撑环。 2) 添加级别为 2/3 的细分修饰符。 3)然后,在体素中添加一个Remesh修饰符,具有较低的值(您的模型需要关闭!!!)。 4)只需使用值在50/100之间的平滑修饰符完成。 This is the one I like the most, it’s a quick way to get a really good high poly BUT it’s quite costly in perfomance. 这是我最喜欢的一个,这是一个快速的方法,以获得一个非常好的高聚,但它在性能上相当昂贵。 You can use some decals and some floaters to add details without working directly on the model. It’s a powerful method that you should use. 您可以使用一些贴花和一些浮动来添加细节,而无需直接在模型上工作。这是您应该使用的强大方法。
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