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文章上链接:https://www.element3ds.com/forum.php?mod=viewthread&tid=457761&page=1&extra=#pid10832991
If you create such material completely procedurally using Substance Designer, then it is hard to avoid procedurality and intersections.
#Also one of the features was that the objects used in the tile material should be used as separate props to create a pile of broken bricks and wall pieces.
如果您使用 Substance Designer 完全按照程序方式创建此类材料,则很难避免程序性和交集。
#Also其中一个特点是,瓷砖材料中使用的物体应该用作单独的道具,以形成一堆破碎的砖块和墙件。
Therefore, pre-created 3d objects were used in the approach. Using ZBrush I made several variations of broken bricks, broken boards and metal parts.
I did not do low poly, I optimized the mesh through decimation master in ZBrush. After auto UV and coloring in Substance Painter with base materials.
因此,在方法中使用了预先创建的3d对象。使用ZBrush,我制作了几种破碎砖,破碎板和金属零件的变化。
我没有做低多边形,我通过ZBrush中的抽取母版优化了网格。在物质画家中用基材自动UV和着色后。
Using the for 3Ds Max, I made a simulation of falling bricks on a plane. The first time I did not get the desired result, but after several attempts I got the desired result.
使用http://rayfirestudios.com/进行3Ds Max,我模拟了飞机上掉落的砖块。第一次我没有得到预期的结果,但经过几次尝试,我得到了想要的结果。
After that, I duplicated each of the sides to create a seamless texture and manually corrected the areas that I did not like.
之后,我复制了每一面以创建无缝纹理,并手动更正了我不喜欢的区域。
When the shape I needed was ready, I made all the necessary maps in ZBrush using GrabDoc (described above).
Since the bricks and planks already had an Albedo base texture and ID this helped me when texturing in Substance Designer. All other maps, such as Normal, AO and Curvature, I got from the Height map.
当我需要的形状准备就绪时,我使用GrabDoc(如上所述)在ZBrush中制作了所有必要的地图。
由于砖块和木板已经具有反照率基础纹理和ID,这在Substance Designer中纹理化时对我有所帮助。所有其他地图,如法线,AO和曲率,都是我从高度地图获得的。
In the process of texturing in Substance Designer, I added weathering, dirt, dust and small stones.
在 Substance Designer 的纹理处理过程中,我添加了风化、污垢、灰尘和小石头。
Creating a pile of broken bricks
To create a pile, I took the already finished pieces that I used for the broken brick tile.
I also had to make some larger and more unique pieces of walls and wooden broken boards. I downloaded the rest of the construction debris from Megascans.
制造一堆破碎的砖块
为了制造一堆,我拿了已经完成的碎片,我用在破碎的砖瓦上。
我还必须制作一些更大,更独特的墙壁和木制破碎板。我从Megascans下载了其余的建筑碎片。
The heap creation process itself was simple but quite painstaking. This time I did not use third-party fall simulation plugins but laid everything out manually. It took some time.
I started by sketching out the basic shape in ZBrush.
堆创建过程本身很简单,但非常艰苦。这次我没有使用第三方的跌倒模拟插件,而是手动布置了所有内容。这花了一些时间。
我首先在ZBrush中勾勒出基本形状。
Through the Displacement Map tool, I extruded a height map of the tile texture of the broken brick crumb downloaded from Megascans. I repeated this operation again but with a different texture to achieve a blending effect.
通过置换图工具,我拉伸了从Megascans下载的破碎砖屑的瓷砖纹理的高度图。我再次重复此操作,但使用不同的纹理以达到混合效果。
Then I just laid out all the bricks, boards and wall pieces in the shape I wanted. Broken glass, small debris and plastic garbage bags I downloaded from Megascans and squeezed onto the plain through the mask.
然后,我只是按照我想要的形状布置了所有砖块,木板和墙件。破碎的玻璃,小碎片和塑料垃圾袋我从Megascans下载,并通过面具挤在平原上。
As a result, it turned out not bad.
结果,结果还不错。
I baked all the maps in Marmoset Toolbag 3. Since some of the elements already had a high poly texture,
I baked it on albedo.
我在狨猴工具袋3中烘焙了所有地图。由于一些元素已经具有很高的聚乙烯质地,
因此我在反照率上烘烤了它。
In Substance Painter, I used the same smart material that I used for the brick wall, added weathering and some dirt & dust.
I also added transparency around the edges for the transition.
在Substance Painter中,我使用了与砖墙相同的智能材料,增加了风化和一些污垢和灰尘。
我还在过渡的边缘周围添加了透明度。
I used this pile of construction debris as a unique asset to dilute the broken brick tile and add silhouette and detail.
我用这堆建筑碎片作为一种独特的资产来稀释破碎的砖瓦,并添加轮廓和细节。
Creation of sidewalk slab
创建人行道板
For paving slabs, I used the same pipeline as with bricks. I made a sculpture in unique slabs (whole, broken) and a manhole. And I planned to use it both for tile texture and for unique elements.
Through GrabDoc in ZBrush, I took a height map of each tile in order to assemble a tile from them using the Tile Sampler in Substance Designer. Since I had options for a whole tile and a broken one, I could make different variations.
对于铺路板,我使用与砖块相同的管道。我在独特的石板(整体,破碎)和一个沙井中制作了一个雕塑。我计划将其用于瓷砖纹理和独特元素。
通过ZBrush中的GrabDoc,我拍摄了每个瓷砖的高度图,以便使用Substance Designer中的瓷砖采样器从中组装瓷砖。由于我有整个瓷砖和破碎瓷砖的选择,所以我可以做出不同的变化。
To give the texture a more interesting look, I decided to add grass and weeds. I made the plants a separate graph, and then distributed them between the tiles using the Tile Sampler.
为了给纹理一个更有趣的外观,我决定添加草和杂草。我将植物制作成单独的图形,然后使用磁贴采样器将它们分布在磁贴之间。
After finishing texturing in Substance Designer, I exported the smart concrete surface material to use when texturing unique tiles in Substance Painter.
在 Substance Designer 中完成纹理处理后,我导出了智能混凝土表面材质,以便在 Substance Painter 中对独特瓷砖进行纹理处理时使用。
I didn’t bother much with Low Poly, making it using the Decimation Master in ZBrush and modifying the mesh a little with my hands. SE unwrapped uniquely into a rectangular texture 2048×1024.
我对Low Poly没有太多的打扰,它使用ZBrush中的Decamation Master并用我的手修改了网格。SE以独特的方式展开成矩形纹理2048×1024。
Construction of Wall Elements
Having created the basic elements of the constructor, I collected several options for the destroyed walls to see how the destroyed wall might look and if everything is in order. How unique elements fit into tiles, etc.
墙体构件的构造
在创建了构造函数的基本元素之后,我为被摧毁的墙壁收集了几个选项,以查看被摧毁的墙壁可能看起来如何以及一切是否井然有序。独特的元素如何适合瓷砖等
Afterwards, I have already collected more options for destroyed walls, columns and arches.
之后,我已经为被摧毁的墙壁,柱子和拱门收集了更多选项。
For props, I used the standard High Poly pipeline, made in ZBrush or Maya, baked maps in Marmoset, textured in Substance Painter.
对于道具,我使用了标准的High Poly管道,用ZBrush或Maya制作,用Marmoset烘焙贴图,在Substance Painter中纹理。
Creation of a diorama of a destroyed house
创建被摧毁房屋
的立体模型
Having everything I needed to start, I started to assemble my diorama. First of all, I tried to recreate what the house would be like if it were whole. Then, moving from larger to smaller, from whole to destroyed, I gradually found the right shape for the future diorama.
有了我开始所需的一切,我开始组装我的立体模型。首先,我试图重现房子如果完整的话会是什么样子。然后,从大到小,从整体到破坏,我逐渐找到了未来西洋镜的正确形状。
Plaster and Decals Material
Material, bullet hole decals and patches I completely made according to tutorial – Plaster Wall with Parameter-driven .
Daniel described the whole process in detail, especially the creation of the bullet holes. Based on this approach, I made patch decals, these are the same bullet holes only inverted.
石膏和贴花材料
材料,弹孔贴花和补丁我完全根据https://www.artstation.com/dete教程制作 - 带有参数驱动弹孔https://www.artstation.com/dete的石膏墙。
丹尼尔详细描述了整个过程,特别是弹孔的产生。基于这种方法,我做了补丁贴花,这些都是相同的弹孔,只是倒置。
Since I was compiling the final scene in Marmoset Toolbag 3, I did not use a material blend, I knew that it was possible with custom shaders, but at that time I did not have them and I did not have free time to solve this issue. Therefore, I put all the different materials on top of each other like decals, like a layer cake. Below is an example.
由于我正在编写Marmoset Toolbag 3中的最终场景,因此我没有使用材质混合,我知道自定义着色器是可能的,但当时我没有它们,也没有空闲时间来解决这个问题。因此,我把所有不同的材料像贴花一样放在一起,就像一个层蛋糕。下面是一个示例。
The final render was made in Marmoset Toolbag 3. Before the screenshot, post-processing, sun angle, sky angel, shadows and depth of field were adjusted for the best view.
After that, the screenshots were transferred to Photoshop for post-processing, exposure alignment and post-effects.
最终的渲染是在Marmoset Toolbag 3中完成的。在截图之前,后期处理,太阳角度,天空天使,阴影和景深都进行了调整,以获得最佳视图。
之后,屏幕截图被转移到Photoshop进行后期处理,曝光对齐和后期效果。
Conclusion
Unfortunately, I did not manage to finish the work due to leaving the studio, and it was published unfinished.
结论
不幸的是,由于离开了工作室,我没有设法完成这项工作,而且它出版未完成。
The plans were to make a lot of props, broken doors and window frames and add elements of destroyed furniture and water pipes. It is possible to dilute the tile of bricks with more worn and dirty ones and add drips.
计划是制作大量道具,破碎的门窗框,并添加被摧毁的家具和水管的元素。可以用更多磨损和肮脏的砖块稀释砖瓦,并增加滴水。
Now there is no desire to return to the old work because after a while many things cease to be relevant and now I would do a lot differently. But Regardless, I’m happy with how it turned out.
现在没有回到旧工作的愿望,因为过了一段时间,许多事情就不再相关了,现在我会做很多不同的事情。但无论如何,我对结果感到满意。
After all, the main task was to gain skills and I learned a lot during this task.
I would like to thank the guys who at that time helped me with good advice and reviews, these are and .
毕竟,主要任务是获得技能,我在这项任务中学到了很多东西。
我要感谢当时帮助我提供良好建议和评论的人,他们是https://www.artstation.com/mkmk29和https://www.artstation.com/dmitrykoval。
I hope this breakdown has been helpful to someone in creating a similar environment. I want to thank the GamesArtist team for the opportunity. You can expect to see my latest work on so keep an eye on me!
我希望这种细分对创造类似环境的人有所帮助。我要感谢GamesArtist团队提供这个机会。你可以期待在上看到我的最新作品,所以请密切关注我!
Thanks,
Roman Ageev.
谢谢,
罗曼·阿格耶夫。
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