您需要 登录 才可以下载或查看,没有账号?注册
x
Introduction
I like creating 3D sculpts and game-ready models.
介绍
我喜欢创建 3D 造型和游戏模型。
Goals
The goal of the project was to create a character similar to a certain actor, specifically Morgon Freeman. In addition, it was a task to practice texturing the head, do an anatomy study, and try to achieve the effect of realistic skin.
目标
该项目的目标是创建一个类似于某个演员的角色,特别是摩根弗里曼。此外,还有一项任务是练习头部纹理,进行解剖学研究,并尝试达到逼真的皮肤效果。
Software
For the sculpt, I used ZBrush. The hair was made in XGen Maya.
The UV unfolding of the model was done in RizomUV. The baking of textures and the texturing itself were done entirely in Marmoset.
软件
对于造型,我使用了 ZBrush。头发是在 XGen Maya 中制作的。
模型的 UV 展开是在 RizomUV 中完成的。纹理的烘焙和纹理本身完全在 Marmoset 中完成。
References
In my opinion, one of the most important stages is the selection and analysis of references. I would like to share a way that I have been using lately. I was taught to use it at an online sculpture school.
参考
在我看来,最重要的阶段之一是参考文献的选择和分析。我想分享一个我最近一直在使用的方法。我在一所在线雕塑学校被教导使用它。
I start by finding refs of the actor I am making from multiple views (front, side, 3/4, back).
It is also very important to try to find the images in a certain time period so that he/she is the same age in most of the references, as age plays a big role.
我首先从多个视图(正面、侧面、3/4、背面)中查找我正在制作的演员的参考。
尝试在某个时间段内找到图像也非常重要,这样他/她在大多数参考文献中都是相同的年龄,因为年龄起着很大的作用。
Sculpting
After the general ref is found, I outline as many references as possible, dividing them into groups of muscles, fats, boney landmarks, and silhouettes. This makes it very easy to understand how shapes and their directions are formed. Moreover, it speeds up the production process as a whole.
雕刻
找到通用参考后,我会列出尽可能多的参考,将它们划分为肌肉、脂肪、骨骼标志和轮廓组。这使得很容易理解形状及其方向是如何形成的。此外,它还加快了整个生产过程。
Since we have outlined a lot of references, our work becomes much easier. I began sculpting all of my personal projects from spheres. This is how I try to keep my skills and knowledge in good shape. On work projects, of course, we have to use base mesh because of shorter and clearer deadlines.
First of all, I sculpt the silhouette and large shapes according to my prepared references. This stage is all about the planes of the face. This is one of the most important stages. The main thing here is to catch the silhouette that was drawn on the references. Again, since we did the silhouette sketches earlier, it makes this process smoother.
由于我们已经概述了很多参考资料,我们的工作变得更加容易。我开始用球体雕刻我所有的个人项目。这就是我如何努力保持我的技能和知识处于良好状态。当然,在工作项目中,我们必须使用基础网格,因为截止日期更短、更清晰。
首先,我根据准备好的参考来雕刻轮廓和大形状。这个阶段是关于面部平面的。这是最重要的阶段之一。这里的主要内容是捕捉参考文献上绘制的轮廓。同样,由于我们之前绘制了剪影草图,它使这个过程更加顺畅。
After the general planes/forms are sculpted, I delve into the anatomical forms where I sculpt the fat, muscles, and so on, beginning to work in more detail. This is where the anatomical sketch I did before helps me a lot. Then, after some work hours and some coffee, I get my model to a stage where I feel like I can start doing micro details.
在雕刻完一般的平面/形式之后,我会深入研究我雕刻脂肪、肌肉等的解剖形式,开始更详细地工作。这就是我之前做的解剖草图对我有很大帮助的地方。然后,经过一段时间的工作和喝杯咖啡,我让我的模型进入了一个我觉得我可以开始做微细节的阶段。
The next step is to add micro details. I do it in layers as it gives me the possibility to increase or decrease intensity, make changes or completely remove them, so it is a very safe way to work. Small note here: layers are very memory intensive, so make sure you are constantly saving your work. Here are the brushes I used to do these details. I did the pores with the alpha, which I got from the school course.
下一步是添加微细节。我分层进行,因为它使我可以增加或减少强度,进行更改或完全删除它们,因此这是一种非常安全的工作方式。这里的小提示:图层非常占用内存,因此请确保您不断保存您的工作。这是我用来做这些细节的画笔。我用我从学校课程中得到的 alpha 做了毛孔。
Hair
This was my very first experience of creating hair through XGen in Maya. So to learn, I decided to go all the way and make a hairstyle in Xgen from scratch. It was also a challenge for me to create African hair because it needed a completely different approach than doing straight hair.
After experimenting with the settings, I came up with this result. In almost every modifier, I used a random function with various parameters. Also, for flying hair, I used the stray function with a percentage of 30. Here are the parameters I used.
头发
这是我在 Maya 中通过 XGen 创建头发的第一次体验。因此,为了学习,我决定一路走下去,从头开始在 Xgen 中制作发型。制作非洲头发对我来说也是一个挑战,因为它需要一种与制作直发完全不同的方法。
在尝试了这些设置后,我得出了这个结果。在几乎每个修饰符中,我都使用了具有各种参数的随机函数。另外,对于飞发,我使用了百分比为30的杂散函数。这是我使用的参数。
For the beard and eyebrows, it was the same approach and a similar set of parameters.
对于胡须和眉毛,这是相同的方法和一组相似的参数。
Eyes
I took the eyes from my very old project and repurposed them for this project.
眼睛
我从我非常古老的项目中取出了眼睛,并将它们重新用于这个项目。
These eyes consist of 2 meshes, one for the cornea and the second for the sclera. They are made of the same sphere, only Cornea has a small offset and a convex lens. Their UVs are made so that they overlap. This is done so that the normal map on Cornea corresponds to the capillaries on Sclera.
这些眼睛由 2 个网格组成,一个用于角膜,第二个用于巩膜。它们由相同的球体制成,只有角膜具有小偏移和凸透镜。制作它们的 UV 以便它们重叠。这样做是为了使角膜上的法线贴图与巩膜上的毛细血管相对应。
This is how they appear in the marmoset and the material configuration.
这就是它们在狨猴和材料配置中的显示方式。
One of the tasks was to set up the project completely in Marmoset. I really love how the toolkit is implemented in this program. For most of my career, I was a 2D artist and drew in Photoshop, but for some reason, this program reminds me of Photoshop. It’s very convenient for me because all these layers are so similar and intuitive.
其中一项任务是在 Marmoset 中完全建立项目。我真的很喜欢这个工具包是如何在这个程序中实现的。在我职业生涯的大部分时间里,我是一名 2D 艺术家并在 Photoshop 中绘图,但出于某种原因,这个程序让我想起了 Photoshop。这对我来说非常方便,因为所有这些层都非常相似和直观。
I decided to create the Albedo map in Marmoset just to hone my skills. I usually make a polypaint in Zbrush. I think that polypaint is a very convenient and simple thing to use.
我决定在 Marmoset 中创建 Albedo 地图只是为了磨练我的技能。我通常在 Zbrush 中制作 polypaint。我认为 polypaint 是一个非常方便且简单易用的东西。
There is nothing unusual in the process of drawing the albedo of the map itself-basically it is a lot of layers with colour correction and drawing lights. I used several more procedural layers with noise to achieve a similarity to the texture of Freeman’s skin.
在绘制地图本身的反照率的过程中并没有什么不寻常的地方——基本上就是很多带有色彩校正和绘制灯光的图层。我使用了更多带有噪声的程序层来实现与弗里曼皮肤纹理的相似性。
I took the curvature map as the basis of the roughness map, lighted it through the levels layers and finished some places manually. For example, on the eyelids, the skin is more glossy due to the moisture of the eyes, and the nose and ears are more oily.
我将曲率贴图作为粗糙度贴图的基础,通过关卡层照亮它并手动完成一些地方。比如在眼睑上,由于眼睛的水分,皮肤更加有光泽,鼻子和耳朵更加油腻。
I decided to add some colour to the Spectral map. I chose a shade between green and blue. In my opinion, the highlights of this colour look great on dark skin tones.
我决定为 Spectral 贴图添加一些颜色。我选择了绿色和蓝色之间的阴影。在我看来,这种颜色的亮点在深色肤色上看起来很棒。
I also wanted to tell you a little about subsurface scattering. I baked a thickness map for this, but Marsomet usually puts it in the scatter slot. I prefer to put it in the Transmission mask, as it seems to me that it gives dirty colors in the Scatter slot. And in Scatter, I use pure colors or textures that go with the skin material in the marmoset. (Marmoset actually has wonderful materials).
我还想告诉你一些关于次表面散射的信息。我为此制作了一个厚度图,但 Marsomet 通常将它放在分散槽中。我更喜欢将它放在传输遮罩中,因为在我看来,它在 Scatter 插槽中提供了脏颜色。在 Scatter 中,我使用与狨猴皮肤材料相配的纯色或纹理。(狨猴实际上有很棒的材料)。
I didn’t spend much time texturing clothes and used ready-made materials from Marmoset, adding several occlusion and scratch generators to them.
我没有花太多时间为衣服制作纹理,而是使用了 Marmoset 的现成材料,为它们添加了几个遮挡和划痕生成器。
Render
In Marmoset, I always use Tone Mapping ACES. I find it always improves my picture. I have set up my own colour profile for each camera. I am also a fan of black and white photos and decided to make a profile for them.
Also, in the latest version of the Marmoset, the ability to add a film grain has been added. I couldn’t miss this opportunity! In my free time, I am fond of film photography, and this function completely suited me.
使成为
在 Marmoset 中,我总是使用色调映射 ACES。我发现它总能改善我的照片。我为每台相机设置了自己的颜色配置文件。我也是黑白照片的粉丝,并决定为它们制作个人资料。
此外,在最新版本的 Marmoset 中,添加了添加胶片颗粒的功能。我不能错过这个机会!在空闲时间,我喜欢胶片摄影,这个功能完全适合我。
In general, this is all I wanted to tell you about my work. It was a very interesting project for me. I hope you enjoyed my story and you hope to be able to learn something interesting for yourself!
总的来说,这就是我想告诉你的关于我的工作的全部内容。这对我来说是一个非常有趣的项目。我希望你喜欢我的故事,你希望能够为自己学到一些有趣的东西!
|