转街头警制作流程 ...............................

转载 教程/经验 版权:禁止匿名转载;禁止商业使用。

3476 5 0 2017-05-21 07:12:02 举报

buies2008

四川 成都

作者没有写简介
原教学出自CGArena网站,原始链接如下: http://en.9jcg.com/comm_pages/blog_content-art-180.htm?PHPSESSID=d2faed9e028d66533c653c82125e8ca3 作者: Mashru Mishu 个人网站: http://www.fx81.com/ 翻译:KanyaYan ( 翻译中有错误之处请谅解,并请帮忙指出!谢谢!) Street Cop Workflow by Mashru Mishu 街头警制作流程 1. Creating the base mesh. 1.创建基础模型
The first thing to consider is how the character looks and how the concept translates into a game character. Before I jump into modeling a game character I need to consider my polycount budget, mesh topology, any rigging issues and my texture limits.
首先是考虑角色的外貌和怎么把概念转化到游戏的角色中去。在我进行游戏角色模型前我需要去考虑我模型预计面数、模型拓扑、装备摆放和贴图大小。 Once I have a rough idea of the technical specification and limits I start creating the main body of the character. In the case of this particular model, I created the body and head to start with. I kept the head as a separate model so that I could easily work on it separately and later export it separately for baking. 一旦我有了大概的技术框架和范围,我就开始创建角色的身体。在细致模型中,我开始创建身体和头。我把头作为单独的一个模型以便我可以在后面容易地分开导出进行烘焙。 Once the base mesh is made I make sure I have enough edge loops in the face area and the model and any other places where I plan to sculpt more details. Since this is for sculpting only I try to avoid any triangles and evenly space out all the quads. 一旦我确定的基础模型,在模型的面上和每个我想雕刻细节的地方我有了足够的环边。因为这是为后续雕刻准备的,所以我尽量避免三角面,并让面分布比较均匀 。 When I am fairly happy with the shape of the body I export a medium subdivision level back to Maya as a reference on top of which I create rest of the base meshes for the shirt, jeans and gun holster. Creating these base meshes are straight forward polygon modeling so there is not much to explain how every element of the base mesh was created. For example, here you can see the two steps for creating the base mesh of the shirt. 当我很满意身体的大型后我导出一个中等细分级别再回到Maya把它作为一个我在其上面创建其余的基础模型(衬衫、牛仔裤、手枪皮套)的参考。因为创建这些基础模型很直截了当,所以没过多说明怎样去创建每个元素模型。例如:这里你可以看见2个步骤创建衬衫的基础模 型。 You will notice that the collar area of the shirt has double sided faces. I did a face extrude along the collar area to create those. This gives me a nice thickness along the border of the shirt. I will do that along all of the border areas for the rest of the clothing. Here are some of the other base meshes. I tend to create all the separate elements of the character separately instead of sculpting out all the details from one base mesh. From my experience if you have separate meshes for all of the parts, your final normal map will look really clean and almost like high poly. However, if you sculpt everything from one mesh then things tend to look like plastic or clay. 你可以注意到衬衫衣领地方是2层面的。我通过沿着单面衣领挤压创建那里的。这样给我在沿着衬衫边缘有了个不错的厚度。我同样地制作了其余衣服的边缘。这里有些其他的基础模型。我往往把角色所有独立的元素从一个基础模型上分别去雕刻细节。由我的经验如果你用独立的模型作为所有的部件,你的最终法线贴图会看起来清楚点,几乎象高模了。然而,如果你是从一个模型上雕刻每个地方那么东西往往看起来象塑像或者泥土。 After the shirt is modeled, I create the gun holster. This way, the holster mesh conforms well to the shirt mesh. I can obviously adjust it later in Mudbox. The buckles, guns, ammos and all the hard surface parts are marked red below. These meshes are exported separately and not subdivided. They are exported only as a point of reference. 衬衫做好后,我开始创建手枪皮套。这次皮套模型的做法和衬衫一样。随后我可以在Mudbox里轻松地调节它。把扣子、手枪、子弹和其他硬表面的部分用红色底做个记号。分别导出这些模型不要细分。它们导出只是作为一个参考 而已。 When creating these meshes, I usually put extra edge loops at the edge of surfaces and also around the seams. I do this mainly so that I have sufficient polygons to sculpt extra details in those areas. Otherwise I would have to do local subdivision or even divide the whole mesh just to get more detail in a small area of the mesh. This is why in my opinion, it is a smart thing to make your base mesh do most of the work for you. 当创建这些模型时候,我经常在面的边缘多加些环线并且是围绕接缝处的。我这样做主要是为了在那里有足够多的多边形去雕刻更好的细节。不然我必须要局部细分或者甚至分开整个模型只是要在那些小地方有更多的细节。这是为什么在我看来,它是一个巧妙的方法使你的基础模型为你完成大部分 的工作。 When I am done creating all the base meshes I will check for certain errors in the mesh before exporting it to Mudbox. Things to check are un-welded vertices, overlapping vertices and whether surface normals are facing the right way. Also, I exported the shirt, jeans, shoes and most of the meshes separately so that I can work on them separately. 当我在创建所有的基础模型时,我会导出模型到Mudbox前检查确定的错误。需要检查没有焊接的点、重叠的点以及是否面法线的朝向正确。并且,我导出衬衫、牛仔裤、鞋子和大部分分离的模型以便我可以分别对它们后续工作。

标签

声明:该资源由发布人:【buies2008】上传,点击查看作者主页其他资源。

CG模型网(cgmodel.com)内网友所发表的所有内容及言论仅代表其本人,并不反映任何CG模型网(cgmodel.com)之意见及观点。

推送到

首页推荐 编辑推荐

取消 通知作者
对此作品设置了隐私保护,禁止保存至本地。