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Forum Administrator
     
小p孩
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1#
大 中
小 发表于 2007-7-5 20:17 只看该作者
转:the making of beanpod blooming
'Project Overview' | | | 'Beanpod Blooming'
by Wang Xiaoyu
译:congcong009
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Hello everyone, my name is Wang Xiaoyu, and I am a student in China. I am pleased to talk to you about my new work, 'Beenpod Blooming'.
大家好,我叫wangxiaoyu,还是一个学生,很高兴能在这里为大家介绍一下我的作品“beenpod blooming” |
In China, there’s an ancient saying “a woman looks prettier when she looks back back over her shoulder with a smile. So, I chose this pose for this still.
在中国人们常说,“回眸一笑百媚生”,所以我选择这个姿势作为我的作品基本造型。
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I imaged that the girl was dancing when she looked back to the camera and smile. This is the pose that I imagined.
我在脑海中构思的姑娘正在偏偏起舞,偶然回头面对镜头淡雅一笑。
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There should be lots of detail in the eyelid and the eyelashes. Eastern girls always have soft eyelashes, especially the lower eyelashes. So, I chose transparency map for the eyelashes below, because transparency map ‘faking fur’ looks more soft. I chose the hairfx for the top eyelashes because the lashes should look harder.
这里需要有很多的细节,特别是眼睑和睫毛. 东方女孩的睫毛较为柔软,尤其是下面的睫毛. 所以,我选择了使用透明贴图制作下边的睫毛,因为透明贴图的感觉较为柔软.同时我选择了hairfx来制作顶部的睫毛,它们需要看上去更硬朗一点.
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You can see below, the upper eyelashes look harder, and the lower lashes look more soft, that’s the distinguishing feature between transparency map and hairfx for eyelashes.
上图可见,顶部睫毛较硬,下面的偏软,这就是透明贴图和hairfx的效果区别。
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For the model of the eyeball I prefer the double-deck model. You can see the difference between double-deck model and only one model with textures for eyeballs.
模特的眼球我倾向制作成2层,你可以看到一层和两层的明显区别所在。
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Then I started to add textures to the girl.
添加部分材质。 |
Textures are the most important factor to the final realistic girl. There are many high resolution human photos and textures on this website www.3d.sk - I selected a photo from here for my girl’s skin.
材质对最后的真实渲染影响重大,所以我在www.3d.sk上下载了许多高清晰度的人体照片和材质。
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These are the textures that I have composed in Photoshop from the photos.
在photoshop里对所有的图片进行合成。 |
I use ‘mental ray fast skin sss’ to shade the girl’s skin. The shading network is shown below. I used almost the default setting of ‘fast skin sss’, but I still created some delicate effects with it, such as colourmap will turn to grey on the edge. Also, the bump value will turn to a high value on the part facing the strong light. Facing ratio can also create a fake ‘fuzz’ effect.
我用mental ray的sss面板渲染了姑娘的皮肤,图层结果如上图,我用的都是sss面版里的默认选项,但我仍然添加了一些细节,例如照亮了灰度层次的边缘,同时,用强光分离出面部的凹凸层次,同时,面部放射还可以造成一种绒毛的效果。
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Hair is also important to a realistic character. I chose this hair style for the girl
毛法依然很重要,我选择了下面的这个发型。
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Now, I’ll show you the lighting used on this girl:
下面是灯光的一些设置。
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Next, I’ll render them all. I encountered a very difficult problem: ‘out of memory’ (because hair rendering for mental ray has a really tremendous workload!). My memory is 1G, which is too low to endure this. By all appearances I should divide them to passes.
To pick up the shadow of the hair without displaying the hair, here’s a useful method; convert hairfx to a low poly, then assign a full transparent lambert to it and connect a mib_shadow_transparency mode to the mental ray shadow slot of Shading Engine.
下面是渲染,我碰上了一个最为麻烦的问题,那就是内存的溢出问题,因为图像量较大的毛法在mental ray下渲染是件很痛苦的事情,我的内存是1G,但是依然无法承受,为此我不得不分层渲染。
下面这个方法是在分离掉毛法却保留阴影的一个常用方法,将毛法低模化,然后付与一个光的垂直传递,让她在mental ray的渲染中采用低模化生成一个简单的阴影。(正在学maya,不知道这样翻对不对?? )
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Here we’ll get only the image rendered, without the hair displayed.
这样我们得到了一张没有毛法的渲染结果
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Now everything is prepared, let’s compose the final image in Photoshop…
现在,万事俱备,利用photoshop合成??万事大吉。
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That’s all! Unfortunately, I’m a little unhappy with the final image because my “bean” looks just a bit older than what I had originally imagined, but I hope that you still like her and my tutorial!
Thank you all here and thanks to the “www.3d.sk” for giving me such great girls’ textures!
好了,但是我有点不满意,那就是最后的渲染中姑娘好像比我想象中的要偏老,不过还是希望你们能喜欢她,也喜欢我的这个教程。
同时感谢www.3d.sk提供了这么多姑娘的材质资源。
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[ 本帖最后由 congcong009 于 2007-7-5 21:22 编辑 ]
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image035.jpg
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2007-7-5 20:21
a hard road of learning ahead
http://blog.sina.com/congcong009
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