小女孩摩根的建模流程

本教学为翻译教学,转载请注明来自aboutcg.net,以及注明翻译者

原教学出自CGArena网站,原始链接如下:

http://www.cgarena.com/freestuff/tut…ane/index.html

作者: Cousigne Adrien

邮件: adrien.cousigne@gmail.com

翻译:CWWS (aboutcg.net)

Modeling Morgane by Cousigne Adrien
摩根的建模流程

1

Concept, Sketches and References
概念设计,草稿和参考图

My first step was to find a great design for the character as it was suppose to be the main character of a short movie. Therefore I worked on several models and different graphic styles in order to find the best visual aspect.

我的第一项任务是找到一个能支撑起一个电影短片的设计很棒的主要角色。我只做了好几个模型和不用的图形风格来试图找到最好的神态面貌。

2

Later on, after eventually finding a satisfying aspect I pushed the rough in Corel Painter which was my final choice

然后,在终于找到一个令人满意的神态之后,我开始使用Corel Painter对我的最终选择进行描绘,去掉不舒服不细致的部分。

3

Modeling

An interesting aspect about this character is its simplicity just a sphere and a cone. I started the modeling part and put some “splines” in maya for the face’s contours to visualize all the details.

对于这个角色来说,有趣的是她是从最简单的一个球体和一个椎体开始。我开始建模的部分,我在Maya里面制作了一些线条来定义角色脸部的细节。

4

I often use nurbs and I distort it in order to find the right shapes because it is more flexible than the polygons.

我经常地使用nurbs,我可以随意扭曲各种形状来找到正确的外形,因为这比polygons.工具要灵活得多。

5

I first try to find the right shape then I did the overlines and finally transform it in polygon and add some more details.

我一般开始完成正确的形状,然后我塑造大致的外形,最终我把它转换为polygon并添加一些细节。

6

It is easy to draw the body, the hands and the legs.

对于身体,手和腿来说,都是非常容易制作的。

7

As regards to the hair, it is fixing to the back of her head by a “helix” which means that this part is fussy to realize. I started to create a “very low poly” model and then I added the details to the base of the “helix” and also add a temples tomb like thing.

考虑到头发的制作,我在女孩头的后部进行修改,使用一个螺旋的结构制作辫子,看上去不是很好辨认,我从“很低很低的多边形”开始建模,然后我基于螺旋结构来不断地增加细节,还增加了一个像神庙的形状。

8

After putting all parts together it gives me image like…

再把这些所有的部分组合在一起之后,开始像我画出来的形象了。

9

Her teddy bear was expected to have several scars in order to show the bad treatment it suffered throughout the years. It spend all the time with the little girl therefore I thought of putting stitches on its joints and give him a stitched smile.

我想让她的泰迪熊玩具显示出一些伤疤,看上去这些年并没有被很好的爱护,而是遭到很差的对待。它的所有时间都和小女孩在一起,所以我想在它的关节处放一些补丁,再给它做一个缝上去的针脚组成的笑脸。

10

This smile gives a weird feeling when looking at the bear. The basic forms are really simple to model.

这个笑脸给了小熊一种诡异的感觉,它的基本模型是非常非常容易制作的

11

The difficult part was to model the sewing thread which links all the body parts together.

模型制作的难点是建立那些把身体各个部分连接起来的针脚。

12

I just created holes on both forms and an “extrude” on a small cube to model the sewing thread following the “path” of a “spline”. This makes my modeling completes.

我通过沿着线条在一个小立方体上同使用forms和“挤出”功能来创建缝纫线针脚的模型,完成之后模型就搞定了。

13

Texturing and Rendering
材质和渲染

The texturing and rendering was not pushed really far for now. I made the rendering in mental-ray with a special pass render of occlusion.

目前材质和渲染还远没有达到最佳的结果,我使用mental-ray进行渲染,还使用了一个额外的遮挡渲染层。

14

15

16

That’s all. Thanks for reading and hope you liked the details given

基本上就是这样了,感谢你读这篇文章,希望你喜欢我提供的一些技术细节。

本教程完,谢谢大家

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