枪械(上)-高级武器制作 – 道具分解 – 豪威尔·加努乔德-双语...
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发布于 2022-4-12 15:52:28

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本帖最后由 秋令6689 于 2022-5-17 12:05 编辑

Advanced Weapon Creation – Prop Breakdown – Howel Ganuchaud
枪械(上)-高级武器制作 – 道具分解 – 豪威尔·加努乔德

Introduction
Hello everybody, I’m Howel Ganuchaud, I’m a freelance Environments & Weapons artist from France. I’m mainly self-taught, thanks to all the amazing tutorials you can find online.
I was hired during the end of 2020/the start of 2021 to create realistic weapons for FPS games. The weapons in question were: HK MP5A3, 870 Remington and two versions of the M4 (M4A1 & MK18). Then for my personal project, I created the HK MP7 and the SIG P320 M17.
大家好,我是Howel Ganuchaud,我是来自法国的自由职业环境与武器艺术家。我主要是自学成才,感谢您可以在线找到的所有令人惊叹的教程。
我在2020年底/2021年初被聘用,为FPS游戏创建逼真的武器。有问题的武器是:HK MP5A3,870 Remington和两个版本的M4(M4A1和MK18)。然后,为了我的个人项目,我创建了HK MP7和SIG P320 M17。
The first goal for all those weapons was to achieve a realistic look, without a lot of damage or wear, but to still have a “used” effect on them, they’re not out of the factory but they didn’t survive an apocalypse either.
所有这些武器的第一个目标是实现逼真的外观,没有太多的伤害或磨损,但仍然对它们产生“二手”效果,它们没有出厂,但它们也没有在世界末日中幸存下来。
The second goal, was more about the rendering aspect. I wanted an original way to showcase those weapons, and since I wanted to go back to an environment, I thought that doing a workbench as a background would be the right direction.
第二个目标,更多的是关于渲染方面。我想要一种原创的方式来展示这些武器,因为我想回到一个环境,我认为做一个工作台作为背景将是正确的方向。
Softwares used:
Blender, Zbrush, Marvelous Designer (HK MP7 only), Marmoset Toolbag, Substance Painter, Photoshop, Unreal Engine
使用的软件:
Blender, Zbrush, Marvelous Designer (僅限香港MP7), Marmoset Toolbag, Substance Painter, Photoshop, Unreal Engine
References/Inspiration
References are one of the most important points for me. I can’t work on a weapon with only five or six photos. For each weapon, I had between 80 and 300 photos (AR15). Of course, sometimes I don’t use all the photos (like the 300 of the AR15 for example), but the idea is to have the maximum angles and light scenarios as possible from the start. The idea is to have enough substance there you dont want it to get really annoying and be on a project for days/weeks to discover an all-new angle and some details you missed whilst you’re currently working on the texture (real-life experience).
参考/灵感
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对我来说,参考文献是最重要的一点。我不能只用五六张照片来对付武器。对于每种武器,我有80到300张照片(AR15)。当然,有时我不会使用所有的照片(例如AR15的300),但这个想法是从一开始就尽可能拥有最大的角度和光线场景。这个想法是要有足够的内容,你不希望它变得非常烦人,并在一个项目上呆上几天/几周,以发现一个全新的角度和一些细节,你目前正在处理纹理(现实生活中的体验)。
I always take some hours to hunt high-res photos, with time you start to find really cool websites (auction sites, firearms forums, Reddit threads, shops, websites).
You need to learn about the weapon too, a little at least, especially when you have multiple variants. Having some firearms knowledge does help a lot, especially during the texturing phas. By “firearms knowledge” I mean how a firearm is carried, where the hands are and how it works to understand where the grease will build, those kinds of things. You can even push your asset further, for example, a special forces operator will not carry/use a weapon the same way a rookie handles it, you can integrate those levels of skills in the texture.
我总是花几个小时来寻找高分辨率照片,随着时间的推移,你开始找到真正酷的网站(拍卖网站,枪支论坛,Reddit线程,商店,网站)。
你也需要了解武器,至少需要一点点,特别是当你有多个变体时。拥有一些枪支知识确实有很大帮助,特别是在纹理阶段。通过“枪支知识”,我的意思是如何携带枪支,手在哪里以及它是如何工作的,以了解油脂将在哪里积聚,诸如此类的事情。你甚至可以进一步推动你的资产,例如,特种部队操作员不会像新手那样携带/使用武器,你可以将这些级别的技能整合到纹理中。
A good example:
一个很好的例子:
The MP5A3 is a good example. At first, the client told me it was the MP5A3, so I started to grab some photos, but then the client told me it was the MP5A3 MLI variant, Mid Life Improvement, and that changes some things. Because you don’t find a lot of high-res photos for this particular modern variant. So, how did I achieve that?
MP5A3就是一个很好的例子。起初,客户告诉我这是MP5A3,所以我开始抓一些照片,但后来客户告诉我这是MP5A3 MLI变体,中年改善,这改变了一些事情。因为您找不到这个特定现代变体的大量高分辨率照片。那么,我是如何做到这一点的呢?
1) This is an MP5 and the base is an MP5A3, so you grab photos of those 2 variants (as much as possible).
2) You search the differences between the A3 and the MLI (same concept, not the same pieces).
3) You search for a place where you can buy MP5’s parts. The best place for that is HK-Parts.
4) You find the MLI parts there and you start the work up.
1)这是一个MP5,底座是一个MP5A3,所以你抓取这2个变体的照片(尽可能多地)。
2)您搜索A3和MLI之间的差异(相同的概念,而不是相同的部分)。
3)您寻找可以购买MP5零件的地方。最好的地方是HK-Parts。
4)你在那里找到MLI部件,然后开始工作。
Firearms forums, Reddit, auction websites, disassembly videos are something you need to start watching to get deep down into to get a better understanding of the gun.
枪支论坛,Reddit,拍卖网站,拆卸视频是您需要开始观看以深入了解枪支以更好地了解枪支的内容。
It’s been a long time since I wanted to save & share all the photos I’ve grabbed these last few years, I wanted to create something to help other artists. I didn’t know exactly how to do that. Then, I talked about it with  (Lead Environment Artist at Ubisoft Massive and  Founder) and the idea of using Notion for that came out.
After some work, the  is born!
自从我想保存和分享过去几年我抓到的所有照片以来,已经有很长一段时间了,我想创造一些东西来帮助其他艺术家。我不知道该怎么做。然后,我和Jeremy_ Estrellado
杰里米·埃斯特雷拉多
(Ubisoft Massive和Dinusty Empire
创始人的首席环境艺术家)讨论了这个问题,并提出了使用Notion的想法。
经过一番努力,https://dinustyempire.notion.sit ... 9f0abfca738d93a9222(武器库)诞生了!
This is a notion’s page that references a lot of weapons, we just released the first version so you don’t have all the weapons (yet). But the idea is to provide a good, high-res photo base for each and every weapon. You can pick just the photos you want/need or download the complete album (rar file). You can follow the development progress  & if you want to participate in this project by sending some high-res photos, you can contact me on , , or discord (Defcon#3216).
这是一个参考了很多武器的概念页面,我们刚刚发布了第一个版本,所以你还没有所有的武器( 还没有)。但这个想法是为每种武器提供一个好的高分辨率照片基础。您可以只选择您想要/需要的照片或下载完整的相册(rar文件)。你可以在(https://docs.google.com/spreadsh ... sx1KVsUHKtVj6A/edit)关注开发进度,如果你想通过发送一些高分辨率照片来参与这个项目,你可以通过(https://www.artstation.com/howelg),或discord(Defcon#3216)与我联系。
Modelling
Polycount talk:
Polycount is an important thing when working on a weapon, even if nowadays we have more room for it. It’s not because we have the technology to have a pistol with 100k polys that you SHOULD do it. You should apply the same “temperature areas” on your model, close to the camera = more detail. Don’t make all the extremely tiny 3D details of this barrel or this suppressor in your low poly, just bake it.
造型
多计数谈话:
在处理武器时,Polycount是一件重要的事情,即使现在我们有更多的空间。这并不是因为我们拥有一把带有100k多边形的手枪的技术,所以你应该这样做。您应该在模型上应用相同的“温度区域”,靠近相机=更多细节。不要在低多边形中制作这个桶或这个抑制器的所有非常微小的3D细节,只需烘烤它。
A lot of people ask me the “average” polycount for weapons; I always share this here, even if it’s from 2017, it gives a good idea of polycount. But I’m going to share some examples:
很多人问我武器的“平均”多头数;我总是在这里分享这个,即使它是从2017年开始的,它也给出了一个很好的polycount的想法。但我将分享一些例子:
• For a modern “big” firearm, I’m aiming for 20k/30k.*
• For a modern “small” firearm, I’m aiming for 10k for a pistol (or same size) and 15k/20k for an SMG.
• For an “old” firearm (WWI / WWII), you don’t have a lot of details, so I’m aiming for 10k/15k, 20k for big ones.
• If you want to use the mid-poly workflow (bevels + decals), this is where you can hit some crazy numbers, for example, some weapons in Cyberpunk reach 60k/70k.
•对于现代“大型”枪支,我的目标是20k / 30k.*
•对于现代“小型”枪支,我的目标是手枪(或相同尺寸)的10k和SMG的15k / 20k。
•对于“旧”枪支(第一次世界大战/第二次世界大战),您没有太多细节,因此我的目标是10k / 15k,大型枪支为20k。
•如果您想使用中多边形工作流程(斜角+贴花),您可以在这里找到一些疯狂的数字,例如,赛博朋克中的某些武器达到60k / 70k
Blockout
The blockout phase is another important topic. From the start, you need good sizes and proportions for each part of your weapon. This is why we do a quick blockout, it’s like a really low poly style model of your gun. Don’t fall into the over detailing here, I know you want to add some details but don’t. Just make a quick version of your weapon and be sure that everything has the right scale and nothing looks weird. I put an example below.
封锁
封锁阶段是另一个重要话题。从一开始,你需要为武器的每个部分提供良好的尺寸和比例。这就是为什么我们做一个快速的封锁,它就像一个非常低的多边形风格的枪模型。不要陷入这里的过度细节,我知道你想添加一些细节,但不要。只需制作一个快速版本的武器,并确保所有东西都有正确的比例,没有什么看起来很奇怪。我在下面举了一个例子。
Directly after your blockout, it’s always a good idea to emulate an FPS camera, to see how everything looks from this angle during the production.
在封锁之后,模拟FPS相机总是一个好主意,以便在制作过程中从这个角度查看所有内容的外观。

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