约翰·兰博 角色分解 帕维尔·扬科维奇 角色艺术-双语
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发布于 2022-8-10 14:50:20

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本帖最后由 七月纪旅。 于 2022-8-10 14:53 编辑

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Introduction
Greetings folks! My name is Pavel Yankovich and I'm a senior 3D character artist at Wargaming.net.
My career started as a Vehicle 3D Artist but for the last 3 years, I have been working as a Character artist and it has been great!
介绍
大家好!我的名字是Pavel Yankovich,我是 Wargaming.net 的高级3D角色艺术家。
我的职业生涯始于车辆3D艺术家,但在过去的3年里,我一直担任角色艺术家,这很棒!
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References, inspiration & early work in progress
First of all, I knew this project would be about likeness and anatomy, that was the goal. A little tip, before we move forward.
参考,灵感和正在进行的早期工作
首先,我知道这个项目是关于肖像和解剖的,这就是目标。在我们继续前进之前,有一个小提示。
There is nothing new when I say that  is still number one if you have trouble with facial anatomy. Definitely try out his courses.
I want to represent all of my skills, including hard surface modeling, likeness, anatomy and hair, all in one project.
当我说https://www.scott-eaton.com/about仍然是头号人物时,如果你在面部解剖学方面遇到麻烦,这并不是什么新鲜事。一定要试试他的课程。
我想在一个项目中展示我所有的技能,包括硬表面建模,肖像,解剖学和头发。


Here is the M60 Machine Gun I made before, especially for this project. It took about 2 weeks.
这是我之前制作的M60机枪,特别是对于这个项目。大约花了2周时间。
Face
First of all, if you want to sculpt a celebrity, you should spend a little time finding his\her life cast mask. It helps you with other information like albedo, hair, etc.
In my case it looked like this:

首先,如果你想雕刻一个名人,你应该花一点时间找到他\她的人生演员面具。它可以帮助您获得其他信息,如反照率,头发等。
在我的情况下,它看起来像这样:






This is a very good amount of ref to start with.
I don’t want to describe the whole process of sculpting because it’s boring. All I want to say is that I started with a base mesh instead of a sphere and it took about 4 days before I reached a likeness like the image below.
这是一个非常好的参考量开始。
我不想描述整个雕刻过程,因为它很无聊。我想说的是,我从基础网格而不是球体开始,我花了大约4天的时间才达到如下图所示的相似度。
As you can see there are only primary and secondary forms on my sculpt.
For this case, it’s ok because of all the small shapes I can grab from the Vface XYZ head. It saves me a lot of time.
正如你所看到的,我的雕塑上只有主要和次要的形式。
对于这种情况,没关系,因为我可以从Vface XYZ头上抓取所有小形状。它为我节省了很多时间。




You can sculpt all small details like pores, skin folds and wrinkles especially if it’s an old man.
But if you have a case such as a young man or woman or child may be secondary forms will be enough.
你可以雕刻所有的小细节,比如毛孔,皮肤褶皱和皱纹,特别是如果是一个老人。
但是如果你有一个案例,比如一个年轻的男人或女人或孩子,可能是次要的形式就足够了。
https://texturing.xyz/collections/vface
Below I wrapped the face bust with the Zwrap plugin.
下面我用Zwrap插件包裹了脸部胸围。




To do the wrap operation correctly you should remove all the polygons in the inner eyes area and the mouth bag.
After adding the displacement map its looks like this:
要正确执行包裹操作,您应该移除内眼区域和口袋中的所有多边形。
添加置换贴图后,其外观如下:




Here is a link to do the displacement map .
And finally, after several cosmetic operations with an albedo map (removing moles, adding beard, etc) and baking normals (Marmoset Toolbags), I got the final head with all the textures that I need.
下面是正确执行置换映射的链接。
最后,经过几次使用反照率贴图(去除痣,添加胡须等)和烘焙法线(狨猴工具袋)的装饰性操作后,我得到了最后一个带有我需要的所有纹理的头部。


Hair
I think everyone familiar with the Xgen and of course with his unstable work).

我想每个人都熟悉Xgen,当然还有他不稳定的工作)。




I use XGen to create hair on this character there is nothing new.
Just watch  video on youtube to do more realistic results. The biggest reason I used XGen was that I use the .abc format which can be exported to UE5.
You can see the final result on the renders. The only tip I can share on this topic.
我用XGen在这个角色上创造头发,没有什么新东西。
只需在YouTube上观看https://www.youtube.com/watch?v=RkpJ4LGJrf8&ab_channel=HadiKarimi视频即可获得更逼真的结果。我使用XGen的最大原因是我使用可以导出到UE5的.abc格式。
您可以在渲染上看到最终结果。关于这个话题,我可以分享的唯一技巧。
Lighting
For lighting the scene, I use simple direct lights. The main direct light looks like this:
照明
为了照亮场景,我使用简单的直射光。主直射光如下所示:


Soft upper light to catch some highlights on a hair:
柔和的上部光线,捕捉头发上的一些亮点:


Soft ambient light to make shadows smoother. It has warm color a little bit.
柔和的环境光,使阴影更平滑。它有一点点温暖的颜色。


One bright light that affects the background plane and fills it with white color.
一种影响背景平面并用白色填充的明亮光源。


One bluish light brings the contrast to the skin tone color and brings more volume to the scene.
一个蓝色的光带来了肤色的对比度,并为场景带来了更多的音量。


There is no classical rim light because the background fills with white.
We just didn’t see any rim effect in a scene like this.
没有经典的轮辋光,因为背景充满了白色。
我们只是在这样的场景中没有看到任何边缘效果。
And this is the final result:
这是最终结果:


Unreal Engine 5
Now, let me talk about Unreal Engine 5 because I really think it’s a great tool to do your projects in.
虚幻引擎 5
现在,让我谈谈虚幻引擎5,因为我真的认为它是一个很好的工具来完成你的项目。
If we talk about real-time rendering I think UE5 is more handful & useful than Marmoset Toolbag.
如果我们谈论实时渲染,我认为UE5比Marmoset Toolbag更受欢迎和有用。
You can easily construct an environment scene for your project and use the awesome node system in UE5. Node shaders have many functions that give you a lot of control and are incredible.
For the skin shader for this project, I used the awesome work of . His Uber_skin_material is so flexible in many aspects like roughness, normals, micro details, vellus, etc.
您可以轻松地为项目构建环境场景,并在UE5中使用令人敬畏的节点系统。节点着色器具有许多功能,可以为您提供很多控制,并且令人难以置信。
对于这个项目的皮肤着色器,我使用了https://www.artstation.com/artwork/klZOvy的出色工作。他的Uber_skin_material在许多方面都非常灵活,如粗糙度,法线,微观细节,绒毛等。
Here’s the link to his
这是他的https://www.artstation.com/nick_rutlinh/store
Each of these parameters can be easily changed depending on what you need.
For the eyes of my character, I simply used metahumans eyes.


这些参数中的每一个都可以根据需要轻松更改。
对于我角色的眼睛,我只是使用了超人类的眼睛。
Conclusion
You will always struggle for time on your own projects because of work etc, but the prize you can get from completing it, is huge!
Before this project, I had never used Unreal Engine. After, I could not live without it.
Thank you for reading and if you would like to see more of my work or ask any questions, you can find my ArtStation here:
结论
由于工作等原因,您总是会在自己的项目上挣扎,但是您完成它可以获得的奖励是巨大的!
在这个项目之前,我从未使用过虚幻引擎。之后,我不能没有它。
感谢您的阅读,如果您想看到更多我的作品或提出任何问题,您可以在这里找到我的ArtStation:
https://www.artstation.com/pavelhcd


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