掌上游戏机-奥代·阿布扎伊德-双语
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发布于 2022-8-12 13:18:44

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Introduction
3D Environment Artist focused on game development with a strong interest in creating environments and detailed props for modern games standards.
介绍
3D环境艺术家专注于游戏开发,对为现代游戏标准创建环境和详细道具有着浓厚的兴趣。
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Goals
This was a part of a course I am giving at Nayzak  Animation School. My main goal was to show my students how to make a detailed model with a realistic look. Making the board wasn’t in my plan at first but my students were so keen to make that transparent look.
目标
这是我在Nayzak动画学校讲授的课程的一部分。我的主要目标是向我的学生展示如何制作具有逼真外观的详细模型。制作黑板起初并不在我的计划中,但我的学生非常热衷于制作透明的外观。
For software
I mainly used blender 2.79 for modeling, UV, animation and rendering.
I use Substance Painter for baking and texturing.
I also use Zbrush to add geometry details.
对于软件
我主要使用blender 2.79进行建模,UV,动画和渲染。
我使用Substance Painter进行烘焙和纹理处理。
我还使用 Zbrush 来添加几何图形细节。
References/ Inspiration
The main inspiration was  John Harris’ project
so I gathered tons of Hi-rez reference images that describe both form and surface details as well as the imperfections that you can find on the Gameboy as well as the electronic boards.
参考/灵感
主要灵感来自John Harrishttps://www.artstation.com/artwork/RYe1Or
所以我收集了大量的Hi-rez参考图像,这些图像描述了形式和表面细节,以及你可以在Gameboy和电子板上找到的缺陷。












Modeling
I was trying to achieve a balance between geometry details and texture details so most of the edges are fairly beveled for details mainly used the knife tools and tried to preserve topology flow and avoid Ngons.
建模
我试图在几何细节和纹理细节之间实现平衡,因此大多数边缘都是相当倾斜的细节,主要使用刀具工具,并试图保持拓扑流动并避免Ngons。






Sculpting
I just added the big main details such as line strips and holes and you could skip this step as you could add it later while texturing.
雕刻
我只是添加了大的主要细节,如线条条和孔,你可以跳过这一步,因为你可以在以后添加纹理时添加它。


UV
UVing is one of the steps I enjoy most, I just ad seams (red edges) to separate the body into sections (front, top, bottom and both back and sides are in one UV Island) and the batteries placed was UV separately as well as the cartage and the battery itself.
While the boards were done on another texture set just plane and mapped from an image.
紫外线
UVing是我最喜欢的步骤之一,我只是广告接缝(红色边缘)将身体分成几个部分(前部,顶部,底部和背面和侧面都在一个UV岛中),并且放置的电池是单独的UV以及运输和电池本身。
而板是在另一个纹理集上完成的,只是平面并从图像映射。




Baking
Was done in substance painter with default sittings just with explode method witch each sub-model is renamed with Suffix ” _Low” and  “_High” and separated from each other.
烘焙
是在物质画家中完成的,默认坐姿只是用爆炸方法女巫每个子模型都用后缀“_Low”和“_High”重命名,并彼此分开。
Texturing
At this stage, I wanted to add all the details I saw in the references in my model so I give more attention to the colour channel and roughness channel to make the readability of the model easier by highlighting the edges and cavities, sharpening the dirt, add micro normal and surface details and usually.
I finalize my texturing by adding the curvature map on the top layer stack with the overlay blending mode and lowering its intensity a bit just to give crisp contrast and highlight the edges.
And for the screen, I used a fake shadow and AO to give the feeling of layered geometry for the screen.
For the screws, I used a tool I developed for that
纹理
在这个阶段,我想添加我在模型中的参考中看到的所有细节,所以我更加关注颜色通道和粗糙度通道,通过突出显示边缘和空腔,锐化污垢,添加微法线和表面细节以及通常,使模型的可读性更容易。
我通过在叠加混合模式的顶层堆栈上添加曲率贴图并稍微降低其强度来最终完成纹理加工,以便提供清晰的对比度并突出显示边缘。
对于屏幕,我使用了假阴影和AO来为屏幕提供分层几何体的感觉。
对于螺钉,我使用了我为该 https://www.artstation.com/artwork/5BKRR8







Shading
I rendered my project in Blender Eevee engine, for shading I just did 3 things:
For the gameplay video, I just made the video with a separate UV channel for the screen only and added to an emission shader and blend it with the original screen texture just to give an effect to it.
The screen (extra sauce to spice things up) so I wanted to mimic the pixel look of the screen so I made an RGB pixel image and multiply it with the video to achieve that pixel effect and I tiled the pixel image to give me the exact number of pixels of the game boy screen (160×144) (too nerdy I Know :D).
In the transparent shader, I used a light path node to speed up the glass shader and make it faster to render and also give me the thick look around the edges.
着色
我在Blender Eevee引擎中渲染了我的项目,对于着色,我只做了3件事:
对于游戏视频,我只是使用单独的屏幕UV通道制作视频,并将其添加到发射着色器中,并将其与原始屏幕纹理混合,只是为了给它一个效果。
屏幕(额外的酱汁来调味),所以我想模仿屏幕的像素外观,所以我制作了一个RGB像素图像,并将其与视频相乘以达到像素效果,我平铺了像素图像,给我游戏男孩屏幕的确切像素数(160×144)(太书了,我知道:D)。
在透明着色器中,我使用光路节点来加速玻璃着色器,使其渲染速度更快,并且还使我边缘周围具有厚重的外观。




Lighting & Rendering
It was pretty straightforward forward just used a suitable HDRI from HDRI haven and hit render but before I enabled AO, screen-space reflections and bloom.
光照和渲染
它非常简单,只是使用了来自HDRI避风港的合适HDRI并点击渲染,但在我启用AO之前,屏幕空间反射和绽放。



Outro
Thank you for reading, please feel free to visit my Portfolio or ask me any questions!
奥特罗
感谢您的阅读,请随时访问我的投资组合或向我提出任何问题!

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