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利用Maya和Nuke制作反浩克装甲视频教程 - Gumroad - Hulkbuster by Romain Chauliac - Maya - Nuke
In this Gumroad I'll show you about 25Hrs of work on how I did the HulkBuster using Maya, Cinema4D, UVLayout, SubstancePainter, Corona Render and Nuke!
在这gumroad我会如何我的反浩克使用Maya,Cinema4D,UVLayout,substancepainter告诉你关于25hrs工作,科罗娜啤酒渲染和核!
It's for intermediate level, I show all the process from scratch to final render but without any audio comment and video are x2 speed-up to make them more dynamic and pleasant to watch.
这是中级水平,我给所有的从无到有的过程到最终渲染但没有任何音频和视频的评论是X2加速使他们更有活力和愉快的看。
1 - Modeling - 4Hrs
1 -建模- 4
All the modeling is done in Maya, due to is powerful tools and my experienced workflow. If you want to understand this modeling workflow more in depth, I explain everything about it on Fuze Tutorial.
所有的建模工作是在玛雅,由于是强大的工具和我的经验的工作流程。如果你想了解这个工作流建模更有深度,我解释引信教程,关于它的一切。
Here I show how I model the HulkBuster's upper body parts in HightPoly.
我在这里展示我的模型上的身体部位,hightpoly Hulkbuster。
2 - UVs - 3Hrs
2紫外分光光度计- 3小时
I did UVs using UV Layout, because it's one of the most powerful UV editing software and it's stand-alone. So you can use it in any pipeline, with any 3D application.
我做了紫外分光光度计使用UV布局,因为这是一个最强大的UV编辑软件和它的独立。所以你可以使用它在任何管道,任何3D应用。
3 - Texturing - 2Hrs
3 -变形- 2
For texturing I choose SubstancePainter, even if here we are'nt with a game asset but with a highPoly, I wanted to use the power of procedural texturing to speed-up the repetitive texture process. Thanks to SubstancePainter, we will only texture the head of the HulkBuster and it'll automatically texture all the body's 20k texture.
使我选择substancepainter,即使我们不怎么玩游戏的资产,但与高多边形,我想使用程序纹理加速重复纹理处理能力。由于substancepainter,我们将纹理的反浩克头,它会自动纹理人体所有的20K的纹理。
4 - Shaders and Render - 1H30
4着色和渲染- 1h30
I choose Corona Render for Cinema4D to make the render. First to test this new render engine and because it's totally free in the version I use. The speed of this renderer is incredible and allow me to quickly render HD animation.
我选择科罗娜啤酒Cinema4D在做渲染。第一个测试这个新的渲染引擎,因为它是完全免费的版本,我用的。这个渲染器的速度是惊人的,让我很快的渲染高清动画。
I'll show you how I build my shaders using Substance output in order to have a strong nice metal look and build some layered shaders with Blend Material and mask.
我会告诉你我是如何建立以物质输出我的着色器,为了有一个强壮的好的金属外观和混合材料和掩模建一些分层着色器。
5 - Compositing - 1Hr
5 -合成- 1
Finnally a bit of compositing with Nuke to add final touchs to the render animation. How to compose my .Exr MultiPass, subtle detail like Glow, CC, Denoise Glossy, Grain...
最后一点复合核添加最终触动到渲染动画。如何撰写我的。EXR多道,微妙的细节像辉光,CC,降噪有光泽,粒…
If you like the Artist / Author then please Support.
如果你喜欢的话请支持艺术家/作家。
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