次世代角色建模师:怎么样用3dsmax做风格化角色?
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;"><span style="color: black;"><span style="color: black;">Darlene是Loft3Di游戏建模团队中的一员,<span style="color: black;">重点</span>负责次世代角色建模工作。本期,她将带着前期的3D角色作品,与<span style="color: black;">咱们</span>分享</span><strong style="color: blue;"><span style="color: black;"><span style="color: black;">怎样</span><span style="color: black;">运用</span>3dsmax,Zbrush和Substance Painter创建风格化角色</span></strong><span style="color: black;">。</span></span></p>
<div style="color: black; text-align: left; margin-bottom: 10px;"><img src="https://p3-sign.toutiaoimg.com/tos-cn-i-axegupay5k/cde4bbe273e94825bcd21fe0bf87f7ab~noop.image?_iz=58558&from=article.pc_detail&lk3s=953192f4&x-expires=1727671653&x-signature=FqX122cKcwwW4zTMtitQLB%2FUrEg%3D" style="width: 50%; margin-bottom: 20px;">
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;">风格化3D角色作品</p>
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<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;"><span style="color: black;"><span style="color: black;">Hello,我叫Darlene,一名次世代角色建模师。<span style="color: black;">期盼</span>我的分享<span style="color: black;">能够</span>帮助<span style="color: black;">大众</span><span style="color: black;">认识</span>一个风格化3D角色是<span style="color: black;">怎样</span>诞生的。</span></span></p>
<h1 style="color: black; text-align: left; margin-bottom: 10px;">01参考收集</h1>
<div style="color: black; text-align: left; margin-bottom: 10px;"><img src="https://p3-sign.toutiaoimg.com/tos-cn-i-6w9my0ksvp/ff10584e82a84a8d8a5e9b328aa601d5~noop.image?_iz=58558&from=article.pc_detail&lk3s=953192f4&x-expires=1727671653&x-signature=h5Q5gtkrJV5b7GfPYEnQLCPTf2s%3D" style="width: 50%; margin-bottom: 20px;">
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;">原画</p>
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<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;"><span style="color: black;"><span style="color: black;">刚拿到这个角色,它很显然是一个风格化的角色。<span style="color: black;">而后</span>我<span style="color: black;">发掘</span>它的材质种类非常丰富,有几种<span style="color: black;">区别</span>颜色的布料、木头、金属、两种皮肤,还有树叶。</span></span></p>
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;"><span style="color: black;"><span style="color: black;"><span style="color: black;">起始</span>之前,我针对树叶的质感、布料的破损表现、怪物的骨点与肌肉的关系,木头的裂纹等收集了<span style="color: black;">有些</span>素材。<span style="color: black;">而后</span>把它们放进PureRef以便随时查看,参考。<span style="color: black;">由于</span>是风格化角色,<span style="color: black;">因此</span>我并<span style="color: black;">无</span>找太过<span style="color: black;">表现</span>写实质感的参考。</span></span></p>
<div style="color: black; text-align: left; margin-bottom: 10px;"><img src="https://p3-sign.toutiaoimg.com/tos-cn-i-6w9my0ksvp/ab45eb0e36ab4a4f8aa8ed7323f619d3~noop.image?_iz=58558&from=article.pc_detail&lk3s=953192f4&x-expires=1727671653&x-signature=qJx%2FBp3bByjO3jhCQVA1AXDUY94%3D" style="width: 50%; margin-bottom: 20px;">
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;"><span style="color: black;">心情</span>版</p>
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<h1 style="color: black; text-align: left; margin-bottom: 10px;">02 用Zbrush做身体大型</h1>
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;"><span style="color: black;"><span style="color: black;"><span style="color: black;">首要</span>,需要确定身体的位置和<span style="color: black;">体积</span>。我打开Zbrush,借用了Ztool中一个男模特(Nickz_humanMaleAverage),将它导入文件,<span style="color: black;">调节</span>四肢的<span style="color: black;">体积</span>,将其<span style="color: black;">调节</span>为一个青年的体型。<span style="color: black;">而后</span>截取了肩膀、胸口和上臂,做<span style="color: black;">背面</span>怪物的大型。</span></span></p>
<div style="color: black; text-align: left; margin-bottom: 10px;"><img src="https://p3-sign.toutiaoimg.com/tos-cn-i-6w9my0ksvp/ef2eedff873e457798f724c099fb64fe~noop.image?_iz=58558&from=article.pc_detail&lk3s=953192f4&x-expires=1727671653&x-signature=yg2N9scF8ztCGHdDhr45EBmpc%2Fs%3D" style="width: 50%; margin-bottom: 20px;"></div>
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;"><span style="color: black;"><span style="color: black;">怪物的肌肉是比较敦实的,和男生的差别<span style="color: black;">很强</span>。在雕刻的时候,我用得最多的是捏握笔刷(Pinch)、移动笔刷(Move),Dam标准笔刷(DamStandard)。除此以外,<span style="color: black;">便是</span>遮罩(Mask)。</span></span></p>
<h1 style="color: black; text-align: left; margin-bottom: 10px;">03 用3dsmax创建其他道具</h1>
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;"><span style="color: black;"><span style="color: black;">除了身体,其他道具的建模难度不大,<span style="color: black;">因此</span>我直接用3dsmax<span style="color: black;">起始</span>做大型,确定各个部件所占据的空间和位置,剪影对上原画。</span></span></p>
<div style="color: black; text-align: left; margin-bottom: 10px;"><img src="https://p3-sign.toutiaoimg.com/tos-cn-i-6w9my0ksvp/6febabd4da424156b8b70c3e4ed5d2c7~noop.image?_iz=58558&from=article.pc_detail&lk3s=953192f4&x-expires=1727671653&x-signature=UD5cdsY63mIJL8RSzPThs0tKZ%2FU%3D" style="width: 50%; margin-bottom: 20px;"></div>
<div style="color: black; text-align: left; margin-bottom: 10px;"><img src="https://p3-sign.toutiaoimg.com/tos-cn-i-6w9my0ksvp/35cbcd3b63704cea9c61ddce0d67de5d~noop.image?_iz=58558&from=article.pc_detail&lk3s=953192f4&x-expires=1727671653&x-signature=qZOYCQKG%2BBWaQoEeJjT%2F7wcaQVE%3D" style="width: 50%; margin-bottom: 20px;"></div>
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;"><span style="color: black;"><span style="color: black;">做的时候大致分了帽子及其树叶铃铛装饰、木桶背篓和怪物、角色的身体等几块区域。最后组合在<span style="color: black;">一块</span>,<span style="color: black;">调节</span>一下布线,卡线之后,中模就初步完<span style="color: black;">成为了</span>。</span></span></p>
<div style="color: black; text-align: left; margin-bottom: 10px;"><img src="https://p3-sign.toutiaoimg.com/tos-cn-i-6w9my0ksvp/ce37ff19ac5a4c8ca9a82b80a3d4fe2a~noop.image?_iz=58558&from=article.pc_detail&lk3s=953192f4&x-expires=1727671653&x-signature=PwgOUr5f1FPmLtfstt2Z7KJAsfc%3D" style="width: 50%; margin-bottom: 20px;"></div>
<h1 style="color: black; text-align: left; margin-bottom: 10px;">04 用Zbrush雕刻高模</h1>
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;"><span style="color: black;"><span style="color: black;">针对<span style="color: black;">区别</span>的材质,<span style="color: black;">运用</span>的雕刻方式<span style="color: black;">亦</span><span style="color: black;">区别</span>。我认为在缺乏细节的<span style="color: black;">状况</span>下,表现<span style="color: black;">区别</span>的材质属性是风格化模型的难点所在。</span></span><strong style="color: blue;"><span style="color: black;">1.树叶材质 </span></strong><span style="color: black;"><span style="color: black;"><span style="color: black;">例如</span>在树叶的材质部分,我就做了多次尝试才实现<span style="color: black;">此刻</span>的效果。风格化虽不需要太多细节,但像树叶这种元素,最大的特征<span style="color: black;">便是</span>纹路,没了纹路看起来会<span style="color: black;">尤其</span>平庸,<span style="color: black;">亦</span><span style="color: black;">不易</span>与其他材质区分。最后我<span style="color: black;">根据</span>参考,<span style="color: black;">运用</span>膨胀笔刷(Inflat)把树叶的边缘做出了变化。</span></span></p>
<div style="color: black; text-align: left; margin-bottom: 10px;"><img src="https://p3-sign.toutiaoimg.com/tos-cn-i-6w9my0ksvp/161fcece1e09428c86994f6a1f3aadf3~noop.image?_iz=58558&from=article.pc_detail&lk3s=953192f4&x-expires=1727671653&x-signature=q7%2FRhgI5lfR7IDGTOgkaxMheeoU%3D" style="width: 50%; margin-bottom: 20px;"></div>
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;"><strong style="color: blue;"><span style="color: black;">2.木纹材质 </span></strong><span style="color: black;"><span style="color: black;">我<span style="color: black;">海量</span><span style="color: black;">运用</span>了风格化专用的笔刷Orb_Slash来制作裂缝,<span style="color: black;">而后</span>用OrbFlatten_EdgePro去压平棱角,让它看上去不是犹犹豫豫,而是爽快的。</span></span></p>
<div style="color: black; text-align: left; margin-bottom: 10px;"><img src="https://p3-sign.toutiaoimg.com/tos-cn-i-6w9my0ksvp/35389f8bedeb40269d9d9be2d964f251~noop.image?_iz=58558&from=article.pc_detail&lk3s=953192f4&x-expires=1727671653&x-signature=fBw4DwNKBVoxCLpXA6XUjuvf9E0%3D" style="width: 50%; margin-bottom: 20px;"></div>
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;"><strong style="color: blue;"><span style="color: black;">3.布料材质 </span></strong><span style="color: black;"><span style="color: black;">布料材质的褶皱要干净利落,主次有分。<span style="color: black;">由于</span>不是写实的,<span style="color: black;">因此</span><span style="color: black;">无</span><span style="color: black;">运用</span>Marvelous Designer。<span style="color: black;">区别</span>位置的布料垂感都不<span style="color: black;">同样</span>,<span style="color: black;">例如</span>上半身的衣服要<span style="color: black;">重视</span>堆叠感,下面缠腿的布要有一点挤压感,<span style="color: black;">同期</span><span style="color: black;">不可</span><span style="color: black;">显出</span>拥挤。</span></span></p>
<div style="color: black; text-align: left; margin-bottom: 10px;"><img src="https://p3-sign.toutiaoimg.com/tos-cn-i-6w9my0ksvp/dcaf6a53a7b649969b43895fa206f742~noop.image?_iz=58558&from=article.pc_detail&lk3s=953192f4&x-expires=1727671653&x-signature=mKNOxj0f9YgyNpl1kNxOB8c0TaY%3D" style="width: 50%; margin-bottom: 20px;"></div>
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;"><span style="color: black;"><span style="color: black;"><span style="color: black;">因为</span>裤腿占了<span style="color: black;">全部</span>角色<span style="color: black;">很强</span>的部分,<span style="color: black;">因此</span>裤腿的褶皱不宜太多,<span style="color: black;">亦</span><span style="color: black;">不可</span>太深,<span style="color: black;">否则</span>看起来会主次不分。过程中我<span style="color: black;">重点</span><span style="color: black;">运用</span>了<span style="color: black;">基本</span>笔刷(Standard),还有模糊笔刷(Smooth)。</span></span></p>
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;"><strong style="color: blue;"><span style="color: black;">4.皮肤 </span></strong><span style="color: black;"><span style="color: black;">最后是皮肤,风格化角色的皮肤需要展现肌肉的体块感,<span style="color: black;">因此</span>在骨头的位置要宁方勿圆。头发在符合原画的<span style="color: black;">基本</span>上,我<span style="color: black;">尽可能</span>让它贴合在<span style="color: black;">一块</span>,避免后期做低模时<span style="color: black;">显现</span>面数太高,<span style="color: black;">方向</span>太大的问题。</span></span></p>
<div style="color: black; text-align: left; margin-bottom: 10px;"><img src="https://p3-sign.toutiaoimg.com/tos-cn-i-6w9my0ksvp/4a71d718af9b49bfa53c970f508affa5~noop.image?_iz=58558&from=article.pc_detail&lk3s=953192f4&x-expires=1727671653&x-signature=3Pb9uRksFtlGbLMClhd%2B%2Bf02JDs%3D" style="width: 50%; margin-bottom: 20px;"></div>
<h1 style="color: black; text-align: left; margin-bottom: 10px;">05 用Topogun进行拓扑</h1>
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;"><span style="color: black;"><span style="color: black;">虽然3dsmax<span style="color: black;">亦</span><span style="color: black;">能够</span>拓扑,但我个人<span style="color: black;">爱好</span>用<span style="color: black;">区别</span>的软件做<span style="color: black;">区别</span>的事,<span style="color: black;">这般</span>似乎能让流程更清晰<span style="color: black;">有些</span>。<span style="color: black;">况且</span>Topogun是专业的拓扑软件,相比3dsmax有<span style="color: black;">显著</span><span style="color: black;">优良</span>。</span></span></p>
<div style="color: black; text-align: left; margin-bottom: 10px;"><img src="https://p3-sign.toutiaoimg.com/tos-cn-i-6w9my0ksvp/c576b6a2cbb141a68a1748dca4b8ae5d~noop.image?_iz=58558&from=article.pc_detail&lk3s=953192f4&x-expires=1727671653&x-signature=4L6C%2FH1J%2Buht%2FyPmC7OcrAW2M%2Fg%3D" style="width: 50%; margin-bottom: 20px;"></div>
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;"><span style="color: black;"><span style="color: black;"><span style="color: black;">因为</span>帽子和背篓上层层叠叠的元素太多,没办法拓扑成一个整体,<span style="color: black;">因此</span><span style="color: black;">非常多</span>元素需要单独拓扑。 <span style="color: black;">然则</span><span style="color: black;">思虑</span>到角色圆形的物体<span style="color: black;">非常多</span>,像帽子、手串,面数低了会影响剪影,<span style="color: black;">没法</span>减少面数。<span style="color: black;">因此</span>角色的身体部分,我还是<span style="color: black;">尽可能</span>拓扑成一体,以<span style="color: black;">掌控</span>角色整体的面数。</span></span></p>
<h1 style="color: black; text-align: left; margin-bottom: 10px;">06 用Subtance Painter制作贴图</h1>
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;"><span style="color: black;"><span style="color: black;">为了<span style="color: black;">尽可能</span>不修法线,我把可能会互相影响的模型都<span style="color: black;">掰开</span>了<span style="color: black;">必定</span>的距离,<span style="color: black;">而后</span>导入Xnormal逐一烘培法线,再导入Photoshop拼接在<span style="color: black;">一块</span>。最后在Substance Painter查看效果,<span style="color: black;">检测</span><span style="color: black;">是不是</span>有接缝等问题。</span></span></p>
<div style="color: black; text-align: left; margin-bottom: 10px;"><img src="https://p3-sign.toutiaoimg.com/tos-cn-i-6w9my0ksvp/fdee3faf2e36458d997cb03e3321f526~noop.image?_iz=58558&from=article.pc_detail&lk3s=953192f4&x-expires=1727671653&x-signature=5ZV9Ri0fReGklgmd83ILSubhOxY%3D" style="width: 50%; margin-bottom: 20px;"></div>
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;"><span style="color: black;"><span style="color: black;">为了贴图效果更好,我把角色的皮肤材质和其他材质区<span style="color: black;">掰开</span>,<span style="color: black;">运用</span>了两张UV。最后依次完<span style="color: black;">成为了</span>贴图的制作。</span></span></p>
<div style="color: black; text-align: left; margin-bottom: 10px;"><img src="https://p3-sign.toutiaoimg.com/tos-cn-i-6w9my0ksvp/3b82ffd90777446886a2c3aa05d8c2a1~noop.image?_iz=58558&from=article.pc_detail&lk3s=953192f4&x-expires=1727671653&x-signature=nJ2aiqNNJYnSqb6sTILct%2BSU09s%3D" style="width: 50%; margin-bottom: 20px;"></div>
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;"><span style="color: black;"><span style="color: black;">以上<span style="color: black;">便是</span>我的<span style="color: black;">所有</span>分享,谢谢<span style="color: black;">大众</span>看到了最后~</span></span></p>
回顾历史,我们感慨万千;放眼未来,我们信心百倍。
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