枪 – 道具讲解 – 菲利波士气-双语
枪械激光枪3D建模技术文章
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发布于 2022-4-12 15:27:34

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本帖最后由 秋令6689 于 2022-5-17 12:05 编辑

Spikes Tactical Billet St Compressor – Prop Breakdown – Filippo Morale
枪-尖峰战术钢坯 St 压缩机 – 道具讲解 – 菲利波士气

Introduction
Hi everyone, I’m Filippo Morale, I’m 22 and I’m a hard surface artist.
介绍
大家好,我是Filippo Morale,我今年22岁,我是一个硬表面艺术家。
I studied for 2 years at Event Horizon, a school specialized in game development. Then I decided to become self-taught mainly focused on Hardsurface.
我在Event Horizon学习了2年,这是一所专门从事游戏开发的学校。然后我决定自学成才,主要专注于Hardsurface。
In this article, I will cover all the steps I followed in order to make the weapon. I would like to clarify that I’m not an expert in all the software that I will show you, so don’t take my explanation as the only and right way to do things, you rather try yourself and experiment.
在本文中,我将介绍我为制造武器而遵循的所有步骤。我想澄清一下,我不是我将要向您展示的所有软件的专家,所以不要把我的解释视为唯一正确的做事方式,你宁愿尝试自己并进行实验。
Goal
The goal I wanted to achieve with this project was to learn new software and a new workflow, in order to understand which could be the best for me. I also wanted to create a weapon that was as realistic as possible because I love photorealism.
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目标
我想通过这个项目实现的目标是学习新软件和新工作流程,以便了解哪些软件最适合我。我还想创造一种尽可能逼真的武器,因为我喜欢照片级写实主义。
References
Over the years spent in this market, I have understood how important it is to have an excellent references base in order to always have an eye on the real images of the object. This means being able to better understand the shapes, the functioning, the materials and how it reflects the light. I used Pureref to collect all the necessary references as it gives the possibility to merge them into a single file.
引用
在这个市场上度过的这些年里,我已经明白了拥有一个优秀的参考基础是多么重要,以便始终关注物体的真实图像。这意味着能够更好地理解形状,功能,材料以及它如何反射光线。我使用Pureref来收集所有必要的引用,因为它提供了将它们合并到单个文件中的可能性。
As you can see I grouped all the images according to their function and use.
如您所见,我根据它们的功能和用途对所有图像进行了分组。
Blockout
For the blockout, I used Fusion 360 because it was the software that I wanted to learn. I started with some basic shapes like the front rail and the suppressor.
封锁
对于封锁,我使用了Fusion 360,因为它是我想学习的软件。我从一些基本形状开始,如前导轨和抑制器。
I created the front view sketch, then I extruded it and at the end, I made all the holes with some booleans.
我创建了前视图草图,然后我拉伸了它,最后,我用一些布尔值制作了所有的孔。
I started with the easy parts in order to understand how the software works and then I moved on the hardest like the stock, magazine, iron sight, receiver, foregrip, holographic sight, laser pointer, etc. The main grip is the only part that I made with Blender because I prefer to make that kind of model in poly modeling software.
我从简单的部分开始,以便了解软件的工作原理,然后我继续进行最困难的工作,如枪托,杂志,铁瞄准具,接收器,前握把,全息瞄准器,激光笔等。主要的手柄是我用Blender制作的唯一部分,因为我更喜欢在多边形建模软件中制作这种模型。
The hardest part of using Fusion is that with this kind of software, you have to use a different mentality. With a cad you can’t move or rotate the geometry however you like, you can’t move the vertices or the edges but you have to create everything with a sketch and modify it with extrusion and booleans.
使用Fusion最困难的部分是,使用这种软件,您必须使用不同的心态。使用cad,您无法随心所欲地移动或旋转几何体,也无法移动顶点或边缘,但您必须使用草图创建所有内容,并使用拉伸和布尔值对其进行修改。
After the blockout, I added all the details. Here is the result.
在封锁之后,我添加了所有细节。这是结果。
High poly
Once I completed the blockout, I exported piece by piece, everything on MOI 3D, a software that gives you the possibility to convert a cad file into a poly model. I didn’t always keep the same export parameters but I changed them based on the model I had to work on. My advice is to keep as many details as you can, in order to save all the details
高聚
完成封锁后,我逐个导出MOI 3D上的所有内容,该软件可让您将cad文件转换为多边形模型。我并不总是保持相同的导出参数,但我根据我必须处理的模型更改了它们。我的建议是尽可能多地保留详细信息,以保存所有详细信息
Here’s an example:
下面是一个示例:
MOI_Settings_high
After I exported everything from MOI, I imported the models on Blender for quick merge of the vertices and to triangulate all the faces (you can do this step during the export from MOI too but I prefer to triangulate on Blender, personal taste). At this point comes ZBrush providing tools like “groups by normal”, “dynamesh”, “polish by groups”, “polish crips edge” and “decimation master” to  get the high poly.
从MOI导出所有内容后,我在Blender上导入了模型,以便快速合并顶点并对所有面进行三角测量(您也可以在从MOI导出期间执行此步骤,但我更喜欢在Blender上进行三角测量,个人品味)。在这一点上,ZBrush提供了诸如“按正常分组”,“dynamesh”,“按组抛光”,“抛光边缘”和“抽取大师”等工具,以获得高多边形。
Low poly
For the low poly, during the export from MOI I kept in mind the poly count. I removed different details and I left the model slightly edgy.
低聚
对于低聚乙烯,在从MOI出口期间,我记住了多边形数量。我删除了不同的细节,我让模型有点前卫。
Then I imported everything on Blender to clean up the geometry leaving some details and imperfections. Furthermore, I merged the vertices and got a quadrangular model in order to get the UV islands with as few artifacts as possible.
然后,我在Blender上导入了所有内容以清理几何形状,留下了一些细节和瑕疵。此外,我合并了顶点并得到了一个四边形模型,以便获得具有尽可能少伪影的UV岛。
UV’s
For the UV’s I decided to create 5 layouts, 1 for the holographic sight and the zoom (4k), 1 for the laser pointer (2k), 1 for the stock (2k) and 2 for the gun including the magazine (4k). Once I decided on the seams and the hardened edges, I used 2 add-ons for Blender in order to better arrange the islands in the UV space. With the first one, “TexTools”, i fixed the curvature of the UV making it more squared by clicking on “Rectify” and with the second one, “UVPackmaster2” I packed the UV islands precisely and fast, using as much UV space as possible.
紫外线
对于UV,我决定创建5个布局,1个用于全息瞄准镜和变焦(4k),1个用于激光指示器(2k),1个用于枪托(2k),2个用于枪,包括弹匣(4k)。一旦我决定了接缝和硬化的边缘,我就为Blender使用了2个附加组件,以便更好地在UV空间中排列岛屿。对于第一个,“TexTools”,我通过单击“整流”固定了UV的曲率,使其更加平方,而对于第二个,“UVPackmaster2”,我精确而快速地打包了UV岛,使用了尽可能多的UV空间。
Baking
Because of the complexity of the weapon, I used the “quick loader” tool of Marmoset 4. It loads the FBX divided into different meshes and creates instantly the bake groups. This function saves you a lot of time. Furthermore, when the FBX will be updated and exported again from a 3D program, it will also update on Marmoset too. I used also the tool called “paint skew”, in order to get a bake of the details like screws, etc perfectly perpendicular to the surface.
由于武器的复杂性,我使用了Marmoset 4的“快速装填器”工具。它将 FBX 加载到不同的网格中,并立即创建烘焙组。此功能为您节省了大量时间。此外,当FBX将从3D程序中再次更新和导出时,它也将在Marmoset上更新。我还使用了称为“油漆歪斜”的工具,以便对细节进行烘焙,例如完全垂直于表面的螺钉等。
Texturing
For the texturing, I used Substance Painter. I started by creating 2 main folders ( plastic and metal) masking according to the materials in order to not touch the plastic parts with metallic values and vice versa. I set the base material (i haven’t used smart materials because I want to learn as much as I can to create them myself), so i added metallic and roughness bases. Then I added 2 or 3 roughness variations like fingerprints or dirt.
纹理
对于纹理,我使用了Substance Painter。我首先根据材料创建了2个主要文件夹(塑料和金属)遮罩,以免接触具有金属值的塑料部件,反之亦然。我设置了基础材料(我没有使用智能材料,因为我想尽可能多地学习自己创建它们),所以我添加了金属和粗糙的基础。然后我添加了2或3个粗糙度变化,如指纹或污垢。
Then it was the turn of the scratches and edges to be masked with the AO texture in order to avoid any damages on the areas which are not very exposed. I added a dirt layer in order to create some color variations and I ended up with the decals I created before with Photoshop.
然后轮到划痕和边缘用AO纹理遮盖,以避免对不太暴露的区域造成任何损坏。我添加了一个污垢层以创建一些颜色变化,最后我得到了我之前使用Photoshop创建的贴花。
Rendering
As for the bake, I used Marmoset 4 also for the rendering. I started by importing the gun with its attachments and then choosing the best camera angle. At this point, I added a fill light and then I created the highlight on the weapon to get a nice cut out of it from the background. For the environment, I used an HDRI preset with white light.
渲染
至于烘焙,我也使用了Marmoset 4进行渲染。我首先导入带有附件的喷枪,然后选择最佳的相机角度。在这一点上,我添加了一个补光灯,然后在武器上创建了高光,以便从背景中获得一个很好的切口。对于环境,我使用了带有白光的HDRI预设。
For the laser I exported a cylinder from Blender, I created a green emissive material with alpha value and then I added a spotlight at the base of the laser pointer in order to light up the gun with the ray tracing. At this point, I decided to give more dynamism to the scenes by buying a pair of rigged and textured arms with gloves made by Alex Khaliman. I imported them on Blender deciding the pose I wanted to achieve and then I exported them again to Marmoset rendering scenes.
对于激光,我从Blender导出了一个圆柱体,我创建了一个具有alpha值的绿色发光材料,然后在激光笔的底部添加了一个聚光灯,以便通过光线追踪点亮枪。在这一点上,我决定通过购买一对由Alex Khaliman制作的手套的装配和纹理手臂来赋予场景更多的活力。我在Blender上导入了它们,决定了我想要实现的姿势,然后再次将它们导出到Marmoset渲染场景中。
Polish
After concluding all the renders, I used Photoshop to work a little on the brightness and the contrast.
波兰语
完成所有渲染后,我使用Photoshop对亮度和对比度进行了一些处理。
Conclusion
In conclusion, during this project, I used Fusion 360, MOI 3D, Blender, Zbrush, Marmoset 4, Substance Painter and Photoshop. After concluding this weapon I can say that I will add Fusion and MOI to my workflow because they are perfect for my way to work on hard surface assets.  The whole procedure took me a lot of time but it was worth it. I just want to thank GameArtist for giving me the opportunity to share my experience with all of you. I hope it could help you. See you on the next weapon!
结论
总之,在这个项目中,我使用了Fusion 360,MOI 3D,Blender,Zbrush,Marmoset 4,Substance Painter和Photoshop。在结束这个武器之后,我可以说我会将Fusion和MOI添加到我的工作流程中,因为它们非常适合我在硬表面资产上的工作方式。整个过程花了我很多时间,但这是值得的。我只想感谢GameArtist给我机会与大家分享我的经验。我希望它能帮助你。在下一个武器上见!

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