打造科幻太空激戰(zhàn)效果maya教程(上)
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發(fā)布時(shí)間: 2017-07-24 16:50 | 瀏覽量:
本節(jié)匯寶盆為大家?guī)淼氖荕aya教程,小編物語:這是正天第一次制作maya教程,并且還是翻譯老外達(dá)人的教程。
maya2008下載推薦:Autodesk maya2008英文破解版下載
--==線稿==--
I started sketch with pen and paper , I tried to draw little thumbnail as much as possible to find the right composition , I spent mech time at this stage, because , if you find the right compostion at fist ,it will save you a lot of work. Finally I picked the one I liked and developed it into high resolution image. At this point I begun to add detail to my ship, monster, pilot design and used it as reference in modeling stage.
我 采取手繪的方式開始制作,首先我設(shè)法畫一些縮略圖來尋找合適的草稿,在這個(gè)過程里花了我不少時(shí)間,不過如果你一開始就做出不錯(cuò)的草稿,那么你就成功了大 半。最后我選了一張我喜歡的草稿,然后開始把做成高分辨率的底稿。同時(shí),我開始給我的飛船、怪獸、駕駛員設(shè)計(jì)添加細(xì)節(jié),這樣使這張底稿能成為我場景建模的 參考。
maya2008下載推薦:Autodesk maya2008英文破解版下載
--==線稿==--
I started sketch with pen and paper , I tried to draw little thumbnail as much as possible to find the right composition , I spent mech time at this stage, because , if you find the right compostion at fist ,it will save you a lot of work. Finally I picked the one I liked and developed it into high resolution image. At this point I begun to add detail to my ship, monster, pilot design and used it as reference in modeling stage.
我 采取手繪的方式開始制作,首先我設(shè)法畫一些縮略圖來尋找合適的草稿,在這個(gè)過程里花了我不少時(shí)間,不過如果你一開始就做出不錯(cuò)的草稿,那么你就成功了大 半。最后我選了一張我喜歡的草稿,然后開始把做成高分辨率的底稿。同時(shí),我開始給我的飛船、怪獸、駕駛員設(shè)計(jì)添加細(xì)節(jié),這樣使這張底稿能成為我場景建模的 參考。
--==固定視角==--
I used image from step 1 for modeling reference ,I locked the camera position at this stage and found the lense that suited my compositon. After the camera work was completed I begun to model each of my element piece by piece .
我用第一步做好的圖片來做建模參考。我先確定這個(gè)場景的攝影機(jī)方位,然后為我安放的元素尋找鏡頭。這個(gè)工作完成后,我就開始一張張的給元素建模。
--==建模==--
My modeling tool is wings3d and Alias maya. I used box modeling technic for my main element such as pilot, space ship and alien and finish UVmapping in wings3d. It had great feature to make my task easier. For the detail model such as gun , mechanic part , I used nurb surface in maya because my gun design is easy to use nurb modeling method
我的建模工具 是wings3d和Alias maya。我采用BOX建模方式來給諸如駕駛員,太空船,異形等主要元素建模,并且在wings3d里給他們加上UV貼圖。(這些使得我的工作更加容 易。)對于一些細(xì)節(jié)如槍,機(jī)體部分的建模,我采取MAYA的Nurb曲面方式來完成,因?yàn)槲业臉屝翟O(shè)計(jì)用Nurb曲面方法建模更加簡單。
--==制作地貌==--
I decided to give my scene happen in daytime. At the big area of grand-canyon-, I was inspired by starwars desert planet, the terrain was entirely made with flat nurb patch. I used high resolution displacement map to generate the high of terrain in combination with bump map. I could see the displacement preview in viewport by using of hightfield utility node in maya. Final image was rendered with mentalray.
我決定創(chuàng)造一個(gè)白晝遭遇的突發(fā)性場景。我根據(jù)從星球大戰(zhàn)沙漠行星場景得到靈感,設(shè)計(jì)了 一個(gè)巨大峽谷區(qū)域(這個(gè)地貌是完全用Nurb拼出來的)。這里我結(jié)合了高分辨率的置換貼圖(displacement map)和凹凸貼圖(bump map)來創(chuàng)建這個(gè)地貌。我們可以在MAYA的hightfield節(jié)點(diǎn)的視窗里預(yù)覽置換(displacement)效果。最后用mentalray進(jìn) 行渲染。
--==地表紋理渲染==--
Texture work was painted by hand in adobe photoshop. The resolution is pretty high about 4096x4096 . Reflection map was made by render terrain scene environment.
紋理制作就完全靠Photoshop里手動(dòng)繪制了。分辨率采用4096×4096的高分辨率。這樣就可以通過映射貼圖(Reflection map)來制作地貌的外表了。
未完待續(xù)。
其他maya教程推薦:Maya 7.0 骨骼動(dòng)畫-創(chuàng)建骨骼
I used image from step 1 for modeling reference ,I locked the camera position at this stage and found the lense that suited my compositon. After the camera work was completed I begun to model each of my element piece by piece .
我用第一步做好的圖片來做建模參考。我先確定這個(gè)場景的攝影機(jī)方位,然后為我安放的元素尋找鏡頭。這個(gè)工作完成后,我就開始一張張的給元素建模。
--==建模==--
My modeling tool is wings3d and Alias maya. I used box modeling technic for my main element such as pilot, space ship and alien and finish UVmapping in wings3d. It had great feature to make my task easier. For the detail model such as gun , mechanic part , I used nurb surface in maya because my gun design is easy to use nurb modeling method
我的建模工具 是wings3d和Alias maya。我采用BOX建模方式來給諸如駕駛員,太空船,異形等主要元素建模,并且在wings3d里給他們加上UV貼圖。(這些使得我的工作更加容 易。)對于一些細(xì)節(jié)如槍,機(jī)體部分的建模,我采取MAYA的Nurb曲面方式來完成,因?yàn)槲业臉屝翟O(shè)計(jì)用Nurb曲面方法建模更加簡單。
--==制作地貌==--
I decided to give my scene happen in daytime. At the big area of grand-canyon-, I was inspired by starwars desert planet, the terrain was entirely made with flat nurb patch. I used high resolution displacement map to generate the high of terrain in combination with bump map. I could see the displacement preview in viewport by using of hightfield utility node in maya. Final image was rendered with mentalray.
我決定創(chuàng)造一個(gè)白晝遭遇的突發(fā)性場景。我根據(jù)從星球大戰(zhàn)沙漠行星場景得到靈感,設(shè)計(jì)了 一個(gè)巨大峽谷區(qū)域(這個(gè)地貌是完全用Nurb拼出來的)。這里我結(jié)合了高分辨率的置換貼圖(displacement map)和凹凸貼圖(bump map)來創(chuàng)建這個(gè)地貌。我們可以在MAYA的hightfield節(jié)點(diǎn)的視窗里預(yù)覽置換(displacement)效果。最后用mentalray進(jìn) 行渲染。
--==地表紋理渲染==--
Texture work was painted by hand in adobe photoshop. The resolution is pretty high about 4096x4096 . Reflection map was made by render terrain scene environment.
紋理制作就完全靠Photoshop里手動(dòng)繪制了。分辨率采用4096×4096的高分辨率。這樣就可以通過映射貼圖(Reflection map)來制作地貌的外表了。
未完待續(xù)。
其他maya教程推薦:Maya 7.0 骨骼動(dòng)畫-創(chuàng)建骨骼
- Tags:Maya教程
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