拟态宝箱-怪物分解-伊万·巴甫洛夫-双语
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发布于 2024-6-8 14:07:16

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Introduction
Hello there. I’m Ivan Pavlov, I am specialized in Character sculpting and texturing.
介绍
嗨,你好。我是伊万·巴甫洛夫,我专门从事人物雕刻和纹理。
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References & Inspiration

I really like the stylization and especially the style of Darksiders, so I chose an awesome concept from Avery Coleman.
参考和灵感

我真的很喜欢风格化,尤其是Darksiders的风格,所以我从Avery Coleman那里选择了一个很棒的概念。
https://www.artstation.com/stalphos

First I collected texture references that are found in the concept.
首先,我收集了概念中找到的纹理参考。


Blockout & Modelling techniques

For the blockout, I used regular primitives and a ZModeler brush to give them the right shape and volume.

In my work, I use these brushes:
Blockout & Modelling techniques

对于块,我使用了常规基元和ZModeler画笔来为它们提供正确的形状和体积。

在我的工作中,我使用这些画笔:



I use Standard Brush with custom settings with changed settings:
我使用具有自定义设置和更改设置的标准画笔:



Teeth

First, I created an ordinary sphere, after which I changed the shape I needed with the help of a deformer in the gizmo tool.
牙齿

首先,我创建了一个普通的球体,之后我在小工具中借助变形器改变了我需要的形状。



Chain

First, I made one link, after which I manually arranged them as in the concept. I only needed one half of the chain, as I’m using UV mirroring on the final model.

Lock

One of my favorite techniques for creating surfaces of various shapes included creating a plane of up to 1 million, after which, using a mask, I drew the shapes I needed and made an extrude. Sometimes I use shadow boxing in the same way.


首先,我制作了一个链接,之后我手动排列它们,就像在概念中一样。我只需要链条的一半,因为我在最终模型上使用UV反射。



我最喜欢的创建各种形状表面的技术之一包括创建一个高达100万的平面,之后,使用蒙版绘制所需的形状并进行拉伸。有时我以同样的方式使用阴影拳击。



















Box

For the box, I used regular primitives, after which I made a dynomesh.


对于盒子,我使用了常规的基元,之后我做了一个dynomesh。



Saliva

For saliva, I used candle references. To create an inflated surface, I experimented with brushes.
唾液

对于唾液,我使用了蜡烛参考。为了创造一个膨胀的表面,我尝试了刷子。





Painting

In all my works I use poly paint, especially for organic objects. I use Skinshade4 FS a base.


在我所有的作品中,我都使用聚乙烯涂料,特别是对于有机物体。我使用Skinshade4 FS作为基础。







Here you can see the settings of my brush, you can play around and see what you like best.

It’s easier and faster for me to do it in Zbrush, and then just bake the vertex map and change it to substance as a base painting.
在这里你可以看到我的画笔的设置,你可以四处玩,看看你最喜欢的是什么。

对我来说,在Zbrush中完成此操作更容易,更快捷,然后只需烘烤顶点贴图并将其更改为实质作为基础绘画即可。

Uving & Baking

For retopology, I use 3D coat for UVs, Maya. Everything is simple and standard. I bake cards in Marmoset.

Before, in addition to the vertex color map in Zbrush, I create an ID map with a poly paint.
Uving & Baking

对于重拓扑,我使用3D外套用于UV,Maya。一切都很简单,很标准。我在狨猴中烤卡片。

之前,除了 Zbrush 中的顶点色彩映射表之外,我还创建了一个带有聚乙烯颜料的 ID 映射。







Body

For the texture of the body at the heart of the texture, I have poly paint from Zbrush for color variation I use a cell generator. I also really like to use a gradient.
身体

对于纹理核心的身体纹理,我有来自Zbrush的聚乙烯涂料,用于颜色变化,我使用细胞生成器。我也非常喜欢使用渐变。







Slime

The texture of the slime was created according to a similar principle. I paid more attention to the roughness settings.


粘液的质地是根据类似的原理创造的。我更关注粗糙度设置。















Eyes

The eyes are pretty simple. Color change along the contour and roughness in the center of the eye, as well as a little glow to highlight the pupil area.
眼睛

眼睛很简单。颜色沿着眼睛中心的轮廓和粗糙度变化,以及一点发光以突出瞳孔区域。







Iron

For the iron, instead of a curvature map, I like to use convex, it conveys the edges of the object better.


对于铁,我喜欢使用凸,而不是曲率贴图,它更好地传达了物体的边缘。





Lighting

for the light I try to use a large number of sources at low intensity, they help to better control the places that I want to give more attention.
照明

对于光,我试图在低强度下使用大量光源,它们有助于更好地控制我想给予更多关注的地方。



Conclusion

I hope this character breakdown was useful to you. Thank you GamesArtist.co.uk for the opportunity.

My .
结论

我希望这个角色的分解对你有用。谢谢你 GamesArtist.co.uk 给我这个机会。



评分

参与人数 3元素币 +29 活跃度 +11 展开 理由
xunmixunmi + 11 + 2 这个要顶一下了
我爱柴丹... + 10 + 7 元素帖子强,满满正能量。
lanling + 8 + 2 【喜欢】看到这么好的帖如同回到初恋的年代!

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