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本帖最后由 七月纪旅。 于 2022-8-10 11:38 编辑
Inspiration and references
It all started scrolling down on Instagram, I stopped into some trip to Lisbon pictures from a friend, I liked the atmosphere and the ground, so I began searching more about the place.
It was in my mind to make a project focusing on the ground and using PDO (Pixel Depth Offset) material technique taught by Jesús Blasco.
I wanted to capture the essence of Lisbon’s downtown streets with the cobblestone, the tram lines, the Portuguese pavement, and the green handrails.
灵感和参考
这一切都开始在Instagram上向下滚动,我停下来从一个朋友那里到里斯本旅行,我喜欢这里的气氛和地面,所以我开始搜索更多关于这个地方的信息。
在我看来,这是一个专注于地面的项目,并使用Jesús Blasco教授的PDO(像素深度偏移)材料技术。
我想用鹅卵石,电车线路,葡萄牙人行道和绿色扶手来捕捉里斯本市中心街道的精髓。
All the streets where the historic Lisbon tram passes are very similar, but I wanted to center my attention on only one, so I fell in “Rua Limoeiro” street with Google Maps Street View, which I used as the main reference, combined with some other good references that you can find by searching “Rua Limoeiro” in Google Images.
历史悠久的里斯本电车经过的所有街道都非常相似,但我想将注意力集中在一条街道上,所以我在谷歌地图街景的“Rua Limoeiro”街道上摔倒了,我将其用作主要参考,并结合了其他一些很好的参考资料,您可以通过在Google图片中搜索“Rua Limoeiro”找到这些参考资料。
Tram line
For the tram line I created the asphalt in Substance Designer with some varied noises, that I blended and tweaked since I got satisfied, and then I used opacity to get rid of the sides and the railway holes, creating the tram line trim.
Then I created the material in Unreal, using the PDO technique to rise up the texture as it was geometry, creating that nice integration with the cobblestone in the final result.
For the rail I wanted to hold well close up shots, so I modeled and textured separated from the tram line trim. To finish I put it all together into a blueprint.
有轨电车线路
对于电车线路,我在Substance Designer中创建了具有各种噪音的沥青,由于我感到满意,我对其进行了混合和调整,然后我使用不透明度来消除侧面和铁路孔,从而创建了电车线路装饰。
然后,我在虚幻中创建了材质,使用PDO技术将纹理提升为几何体,在最终结果中与鹅卵石很好地集成。
对于轨道,我想保持良好的特写镜头,所以我建模和纹理与电车线装饰分开。最后,我把它们放在一个蓝图中。
Modelling
The street and sidewalks are mainly simple planes with subdivisions for vertex painting, not a big deal.
造型
街道和人行道主要是简单的平面,带有顶点绘画的细分,没什么大不了的。
For the sidewalk border, I modeled and sculpted six different stone variations that I joined later into a blueprint on the engine, instead of placing them one by one, and then I modeled two different versions of the handrail that later I set together into a blueprint too.
对于人行道边框,我建模并雕刻了六种不同的石头变体,后来我将它们加入到发动机上的蓝图中,而不是将它们一个接一个地放置,然后我模拟了两个不同版本的扶手,后来我也将它们组合成蓝图。
I didn’t make the SubD highpoly, instead of I brought the models to ZBrush, I did them a Crease, Divide, DynaMesh and then used Polish feature to smooth the edges out. In my sculpting process, I used mainly three brushes: TrimDynamic and OrbFlatten_Edge to break the edges and then Orb_Rock_Noise for the wearing noise (you can get the last two ones for free from Michael Vicente’s Orb Brush Pack).
我没有制作SubD高聚,而是将模型带到ZBrush,而是将它们进行了折痕,Divide,DynaMesh,然后使用波兰功能来平滑边缘。在我的雕刻过程中,我主要使用三种刷子:TrimDynamic和OrbFlatten_Edge来打破边缘,然后Orb_Rock_Noise磨损噪音(您可以从Michael Vicente的Orb Brush Pack中免费获得最后两个刷子)。
Creating the materials in Substance Designer
I created the sidewalk and the cobblestone with Substance Designer. They are basically a Tile Generator as a base with some variations and the ground below, then I raised the ground below to create the variations that I used with the vertex blending.
在物质设计器中创建材质
我用Substance Designer创建了人行道和鹅卵石。它们基本上是一个瓷砖生成器作为基础,具有一些变化和下面的地面,然后我抬高了下面的地面以创建我用于顶点混合的变化。
Vertex blending
Here comes one of my favourite parts, setting up the materials in Unreal because it’s the time to see the materials you have created in action.
顶点混合
这是我最喜欢的部分之一,在虚幻引擎中设置材质,因为现在是时候看看你创建的材质的实际效果了。
I begin setting up the two materials variations with POM and blended with vertex color, and then when it’s working, I go implement more features to the material as I go. For example, UV controls, blending controls, base color controls, or normal and roughness intensity.
我开始用POM设置两种材质变体,并与顶点颜色混合,然后当它工作时,我会在材质上实现更多功能。例如,UV 控件、混合控件、基色控件或法向和粗糙度强度。
And now it’s time to have fun with the vertex painting, use it wisely to integrate the materials and the assets together. For the cobblestone, I painted more dirt on the asphalt boundaries and on the sides, and for the sidewalk, I placed the dirt close to the border and then spread it randomly around.
现在是时候享受顶点绘画的乐趣了,明智地使用它来整合材料和资产。对于鹅卵石,我在沥青边界和侧面画了更多的泥土,对于人行道,我把泥土放在靠近边界的地方,然后随机地散布在周围。
I don’t want to forget to mention that making environments it’s a lot of back and forth and go constantly adjusting things, especially materials, so use the power of material tweaking inside Unreal to make things fast and easier for you.
我不想忘记提到,制作环境需要很多来回,并不断调整一些东西,特别是材质,所以利用虚幻引擎中材质调整的力量,让你的工作变得快速、轻松。
Stickers
Let’s talk a bit about the handrail blueprint, it consists of a blueprint where you can change between the two handrail variations, enable/disable the ground decal and manage the stickers, let’s dig a bit into that.
贴 纸
让我们来谈谈扶手带蓝图,它由一个蓝图组成,您可以在其中切换两个扶手带变化,启用/禁用地面贴花并管理贴纸,让我们对此进行一些深入研究。
I took pictures from the stickers, edited them in Photoshop, and created the materials for both stickers in Unreal. Ones I got that, I went to Maya and took the top part of the handrail (where people use stick stickers), I duplicated it and square UV’d it.
我从贴纸上取下照片,在Photoshop中编辑它们,并在虚幻中为这两个贴纸创建了材质。我得到了,我去了Maya,拿走了扶手带的顶部(人们使用贴纸的地方),我复制了它并方形UV'd。
Then I went back to the engine and added that to the blueprint, I assigned the sticker material to it, and I added a dropdown to select between the stickers. Then I added a function to offset the texture, I exposed that function on the blueprint and voilà, we have a pretty tweakable handrail tool.
然后我回到引擎并将其添加到蓝图中,我为它分配了贴纸材料,并添加了一个下拉列表来选择贴纸。然后我添加了一个函数来偏移纹理,我在蓝图上公开了该函数,瞧,我们有一个非常可调整的扶手工具。
Megascans
Now it is time to dress the scene up a bit, you can do it fast and easy with the extensive Megascans library. I included the side dry leaves trim to dress the scene and give a nice transition from the sidewalk to the road, and also sets the season of the year the scene is taking place, autumn in this case.
巨型扫描
现在是时候对场景进行一些修饰了,您可以使用广泛的Megascans库快速轻松地完成它。我包括侧面干燥的叶子装饰来打扮场景,并从人行道到道路进行漂亮的过渡,并且还设置了场景发生的一年中的季节,在这种情况下是秋天。
Then I included the manhole cover that ended up very integrated due to the cobblestone encircling it and the help of vertex paint. Use the power of Unreal materials to integrate the Megascans assets.
然后,我包括了井盖,由于鹅卵石环绕它和顶点油漆的帮助,它最终非常集成。使用虚幻材质的强大功能来集成Megascans资源。
Lighting
For the lighting I kept it simple: I rotated the directional light to get the handrail shadows projected, and then I added some branches and leafs to add the tree shadow. Pointing the light towards the camera helps to highlight the roughness map.
照明
对于照明,我保持简单:我旋转定向光以投影扶手带阴影,然后添加一些树枝和树叶以添加树影。将光线指向相机有助于突出显示粗糙度贴图。
Post Processing
For the post-processing I always use the same template for my renders in Nuke: increase gain, sharpness and vignette. You can do the process in Unreal or Photoshop but I tend to do it nodal with Nuke.
后处理
对于后期处理,我总是在Nuke中使用相同的模板进行渲染:增加增益,清晰度和晕影。你可以在虚幻引擎或Photoshop中完成这个过程,但我倾向于用Nuke做。
Tips and tricks
Here I want to put together a few tips and tricks that I learned along the way:
提示和技巧
在这里,我想把我一路上学到的一些技巧和窍门放在一起:
– Start small and don’t go crazy.
– 从小事做起,不要发疯。
– You can make your highpoly faster in ZBrush using the crease+divide+dynamesh+polish technique.
- 您可以使用折痕+分割+动态网格+抛光技术在ZBrush中更快地提高您的高波。
– ZBrush sculpting with orb brushes.
– ZBrush 用球刷雕刻。
– Use PDO (Pixel Depth Offset) in your materials if you can to make them look awesome.
- 如果可以的话,在材质中使用PDO(像素深度偏移)使它们看起来很棒。
– Go implement features to your material as you go.
- 随时为您的材料实现功能。
– Use the power of Unreal materials to tweak the materials to your needs and make them integrate nicely.
– 利用虚幻材质的强大功能,根据您的需求调整材质,并使它们很好地集成。
– You can use the extensive Megascans library to dress up your scene fast and easily.
- 您可以使用广泛的Megascans库来快速轻松地装饰您的场景。
– Use blueprints when you have the chance to manage the meshes, save time and keep the scene clean and more organised. You will be able to make changes easily when it’s required.
– 当您有机会管理网格时,请使用蓝图,节省时间并保持场景整洁有序。您将能够在需要时轻松进行更改。
– I love to post-process my images with gain/exposure, sharpness and vignette to boost up my renders.
- 我喜欢通过增益/曝光,清晰度和晕影来对图像进行后期处理,以提高我的渲染效果。
– Watch tutorials if you need to add new features to your work, use the knowledge that the community shares to improve your work, share yours whenever you can and don’t stop learning!
- 如果您需要为工作添加新功能,请观看教程,使用社区共享的知识来改进您的工作,尽可能分享您的工作,不要停止学习!
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