3D角色作品 [欧美] 制作 HP Lovecraft 的超写实肖像
发布于
2023-7-22
143
5

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 执此一念 于 2021-11-12 17:22 编辑

制作 HP Lovecraft 的超写实肖像

Khoi Nguyen , 3D 角色艺术家

Khoi Nguyen 向我们介绍了 HP Lovecraft 写实肖像背后的工作过程,并分享了实现肖像的一些想法。

Introduction
Hello, my name is Khoi Nguyen, I have been working in the game/VFX industry as a 3D Character Artist for ten years. I started as a 3D modeler at Virtuos-Sparx – an outsourcing studio for the game and film industry in Saigon and had a chance to work on various games and VFX projects.

介绍

你好,我叫 Khoi Nguyen,我在游戏/视觉特效行业工作了十年,是一名 3D 角色艺术家。我最初在 Virtuos-Sparx 担任 3D 建模师 - 一家位于西贡的游戏和电影行业外包工作室,并有机会参与各种游戏和 VFX 项目。

After seven years at Sparx, I moved to some local studios working on inhouse-projects. For the last two years, I decided to work from home as a freelancer and also take time to learn something new. Then I joined Kris Costa's LIVE class. From that, I started going deep into portrait art.

在 Sparx 工作了 7 年后,我搬到了一些当地工作室从事内部项目。在过去的两年里,我决定以自由职业者的身份在家工作,同时也花时间学习新东西。然后我加入了 Kris Costa 的 LIVE 课程。从那时起,我开始深入研究肖像艺术。

Making an Ultra-Realistic Portrait of H.P. Lovecraft 6.jpg
H.P. Lovecraft Project

Lovecraft's one of my favorite authors and I'm a big fan of the Cthulhu cosmic world. I find a lot of 2D artworks of him and his creations but not in 3D. So I thought why not make a portrait of him or even a full character. I worked on this project in my free time for two months. To accomplish the task, I used ZBrush, Substance Painter, Maya, Arnold, and XGen.

惠普洛夫克拉夫特项目

洛夫克拉夫特是我最喜欢的作家之一,我是克苏鲁宇宙世界的忠实粉丝。我找到了很多他和他的作品的 2D 艺术作品,但不是 3D 的。所以我想为什么不给他拍一张肖像,甚至是一个完整的人物。我在空闲时间为这个项目工作了两个月。为了完成这项任务,我使用了 ZBrush、Substance Painter、Maya、Arnold 和 XGen。

Making an Ultra-Realistic Portrait of H.P. Lovecraft 5.jpg

For this project, I decided to start from scratch and begin with sculpting the head from a sphere. I gathered a lot of references like his pictures and people's sculptures. Like every single portrait out there, likeness's always the most difficult part because there are not many photos of him on the internet and they vary in age and lighting. It's very much of a conflict so I had to find one that would fit my concept.

对于这个项目,我决定从头开始,从一个球体雕刻头部开始。我收集了很多参考资料,比如他的照片和人物雕塑。就像那里的每一幅肖像一样,肖像总是最困难的部分,因为互联网上他的照片不多,而且年龄和光线各不相同。这是一个很大的冲突,所以我必须找到一个适合我的概念。

When the overall form's relatively good, I used a Retopology Base Mesh and fit it into my sculpted head by projection in ZBrush. I've created a collection of brushes for the details like pores, wrinkles, and pimples following the Kris Costa method. Displacement Maps were baked using MultiMap Exporter in ZBrush. You could use my settings below as a reference. I exported the head with SubDivision 2 for more volume. Adaptive should be turned off because it will make the baking process longer but make no difference in the end.

当整体形状比较好时,我使用了一个 Retopology Base Mesh,并在 ZBrush 中通过投影将其安装到我的雕刻头部。我按照 Kris Costa 方法为毛孔、皱纹和粉刺等细节创建了一系列画笔。置换贴图是使用 ZBrush 中的 MultiMap 导出器烘焙的。您可以使用我下面的设置作为参考。我用 SubDivision 2 导出了头部以获得更大的音量。应该关闭自适应,因为它会使烘焙过程更长,但最终没有任何区别。

The eyeball and iris were sculpted in ZBrush. I used the same settings as for the head and Displacement Maps. UV of the eyeball should stay in the center for the shader setup.

眼球和虹膜是用ZBrush雕刻的。我使用了与头部和置换贴图相同的设置。眼球的 UV 应该保持在着色器设置的中心。

The Ramp node is connected to Transmission Weight to control the visibility and size of the iris as you can see in the image. The ramp type should be Circular Ramp.

Ramp 节点连接到传输权重以控制虹膜的可见性和大小,如您在图像中所见。斜坡类型应为圆形斜坡。
Textures of the head, hand, Necronomicon, and tentacles were painted with Substance Painter. I tried to focus on the portrait, so the head has 3 Udim and 8k maps.

头部、手部、死灵之书和触手的纹理是用 Substance Painter 绘制的。我试图专注于肖像,所以头部有 3 个 Udim 和 8k 地图。
I was inspired by the Necronomicon in The Evil Dead movie, so I tried to mix the idea of it and the Cthulhu icon.

我受到 The Evil Dead 电影中的 Necronomicon 的启发,所以我试图将它的想法和克苏鲁图标混合在一起。

The cloths were sculpted in ZBrush then Retopo'ed in Maya. I created some procedural shaders for them. All were tiling fabric textures and some Maya nodes connected to the aiStandardSurface.

布料在 ZBrush 中雕刻,然后在 Maya 中重新拓扑。我为他们创建了一些程序着色器。所有都是平铺织物纹理和一些连接到 aiStandardSurface 的 Maya 节点。
The hair was created with XGen. I divided the descriptions into parts like eyelashes, eyebrows, hair, beard, etc. The modifiers would be a little different for every part, but usually, they would have 2-3 clumpings, 1 cut, 1 noise for overall, and 1 noise for stray control.

头发是用 XGen 创建的。我将描述分为睫毛,眉毛,头发,胡须等部分。 每个部分的修饰符都会有所不同,但通常会有2-3个团块,1个切口,1个整体噪音和1个噪音用于杂散控制。
For this project, I used a Three-Point lighting system with an extra spotlight and a skydome light with low intensity for the final render. The spotlight is there because we have an aiAtmosphereVolume in the scene so it will create the street light effect from above Lovecraft. The fog is created by a random volume that was quickly sculpted and assigned by an aiStandardVolume in Volume Material. Renders were made with Arnold Renderer, you could see my settings below. Also, turn on Clamping and adjust AA Clamp Value if you get fireflies in the render.

对于这个项目,我使用了一个三点照明系统,带有一个额外的聚光灯和一个低强度的天窗灯,用于最终渲染。聚光灯在那里是因为我们在场景中有一个 aiAtmosphereVolume,所以它会从 Lovecraft 上方创建路灯效果。雾是由随机体积创建的,该体积由体积材质中的 aiStandardVolume 快速雕刻和分配。渲染是用 Arnold Renderer 制作的,你可以在下面看到我的设置。此外,如果渲染中出现萤火虫,请打开 Clamping 并调整 AA Clamp Value。
After that, you could use Photoshop to tweak the renders, like adjusting the Level or Curve, to get more interesting results. And here we go – the final result!

之后,您可以使用 Photoshop 调整渲染,例如调整级别或曲线,以获得更有趣的结果。我们开始了 - 最终结果!
Conclusion
The biggest challenge in this project was the lack of references since this man lived in the 1900s and there's few pictures of him out there. The quality is not so good, and all of them are black and white. The hardest part was to make the lighting in ZBrush, sometimes this process is very deceitful. You can look at your sculpt and say “oh it looks fine”, but when you bring the model to Maya for rendering, it will be different. So you have to repeat the process many times – make some tweaks in ZBrush, then render it in Maya, and so on.

结论
这个项目最大的挑战是缺乏参考资料,因为这个人生活在 1900 年代,而且很少有他的照片。质量不是很好,都是黑白的。最难的部分是在ZBrush中制作灯光,有时这个过程非常具有欺骗性。你可以看着你的雕塑说“哦,看起来不错”,但是当你把模型带到 Maya 进行渲染时,它会有所不同。所以你必须多次重复这个过程——在 ZBrush 中做一些调整,然后在 Maya 中渲染它,等等。

Khoi Nguyen , 3D 角色艺术家

END
参与人数 1 元素币 +4 活跃度 +13

本帖被以下画板推荐:

来了老弟~

使用道具 举报 登录

回复 <
逆水寒  发表于 2021-11-12 21:16:31  
2#
回复 收起回复
使用道具
Mateus  发表于 2021-11-13 08:09:41  
3#
很不错,支持
回复 收起回复
使用道具
黎坚  发表于 2021-11-13 19:50:17  
4#
每天一早上元素,挖矿撩妹两不误
回复 收起回复
使用道具
giantpanda  发表于 2021-11-14 15:56:24  
5#
感谢楼主分享
回复 收起回复
使用道具

快来发表你宝贵的意见吧!

执此一念 实名

通过了实名认证的内容创造者

素材搬运工

主题
55
精华
19
超神
2
扩散
600
微金
3000
智慧
472
余额
0
在线时间
833 小时

长剑 铁剑 钢剑 翡翠剑 魔影剑 元素铜币 元素银币 元素金币 短杖 水晶杖 【绝】珍珠戒指 玫瑰金项链 长枪 双杀 巨浪 学徒法袍 烈-红龙战甲 魔神战甲 元素之铠 黄金圣衣 英雄盾 赛博空间 元素之钻 无色原始矿 绿母翠晶矿 彗星钛晶矿 阿尔法晶矿 莆田鞋 神速靴 飞雷靴 光虹靴 绿色药水 蓝色药水 青色药水 紫色药水 橙色药水 黄色药水 赤色药水 心灵宝石 守望者【EX】 希望人没事 守望者【猎空】 暴风之眼 粒粒皆辛苦 火元素 【绝】结界玄晶 【绝】大天使权杖 裁决 女皇之泪 魔法帽 【绝】千人纪念徽章 魔法扫帚 光之杖

快速回复 返回顶部 返回列表