本教程来自于bbs.game798/的外国教程,向原作者、转载者表感谢
This was a quick piece for fun. I was inspired by all of the heavily destroyed cement cover in Gears of War. After posting, information on
这是一个有趣的小玩意,我的灵感来源于Gear of War(MS某款游戏)
中某个破损严重的水泥表面,现在我兑现我的许诺,公布它
how it was created was request, so I documented the process.
This could all be optimized further, but again, it was a quick fun
piece not
制作方法,这个模型是这个方法应用的简单方式。
originally intended for any use or tutorial creation.
Base Mesh
基础模型(似为低模)
Block out a simple shape. It's important to keep it all quads of equal size before sculpting to get the best results out of Zbrush or Mudbox.
拉出一个基本形体,在这个形体进入zbrush和mudbox的雕刻阶段之前,保持所有面相近很重要(完全不明白的译者….)
Sculpt
雕刻
With simple sculpting, it's easy to get a rocky organic shape. Start with the largest shapes and slowly reduce your brush shape (note: if it
简单的雕刻后可以得到一个形似石条的有机体,从,大体的形状开始逐渐细化,不要马上沉迷于细节。(译者注:学过美术的朋友
doesn't look right with the large scale details, adding smaller details probably won't help). Finalize with a stencil/stamp detail for the
会很清楚,不再往下说了)
smallest details.
Close-Up
收尾
The high detail mesh is just under 400,000 triangles. Working with a mesh this detailed can be a headache, so it's good to get used to it
高模会有400000个面,一个这样细节的网格模型很令人困扰,所以最好习惯于此
documented翻译now. Up close, the mesh is incredibly detailed.
至此,模型拥有了惊人的细节。
Low Poly
低模
Build a low poly mesh based closely on the high detail. It may help to copy the high and optimize it. Not for the final low, but to use as a 以高模为基础创建一个低模,它将用于对高模的继承和优化,(下面这两句不明白)
base that isn't such a system hog. A low poly mesh with normal maps needs to be rounder than a regular low poly mesh, and a single
一个使用法线贴图的低模不只是一个简单的形体,它要求有更多的圆角,以及一个单独的光滑组,
smoothing group. This is so that lighting can hit the normal from as many rounded angle as possible. Any hard edges should be on the 这样的话,光可以尽可能的贴近法线,(下面一句不明白),UV在尽
可能不拉伸的情况下减少接缝。
normal map itself. UV's need to be as seamless as possible with minimal stretching.
Diffuse
表面贴图
I created a destroyed cement texture in Photoshop by touching up
several cement photos. Heal brush the edges where the seams are
with
我在PS里绘制了一张残破样的水泥表面贴图,修改接缝上的图案使
它看起来不那么明显。
the same sections of the overlay to reduce seams.
Specular map
高光贴图
created by taking the diffuse > contrast +50 > hue +180
以表面贴图作为源(译者不认识PS的英文!只知道HUE是相)
Normal map
法线贴图
For information on how to generate a normal map in max from a high detail mesh, read this spotlight article
如果你想了解如何生成法线贴图,点击下面的链接
[url=www.game-artist/forums/showthread.php?t=43] www.game-artist/forums/showthread.php?t=43[/url]
I generated a normal map for this using CrazyBump beta. The main site allows you to sign up for the beta, but more info and a download
我使用CrazyBump生成了一张法线贴图。下面的链接指给你一个下
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