女牛仔的制作

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Making of ‘The Cow Girl’ – Samar Vijay

牛仔女孩的制作流程

原文链接:http://www.cgtantra.com/index.php?op…=325&Itemid=33

作者信息:Samar Vijay

翻译:Zivix(aboutcg.net)转载请注明出处。

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I started the cowgirl with a simple base mesh (provided by Marshu Mishu AKA FX81) did some minor mesh changes on it to reduce pinches is some areas.

When I was done with that I took the base mesh to zbrush and started sculpting the female body. Once I was done with a decent sculpt which I thought was ready to pose, using zbrush transpose tools I posed the body and gave some final touches to the sculpt acc. to the pose. I mainly focused on the curves of her body to make her look hot and sexy.
These are the shots of the workflow.
我使用Marshu Mishu AKA FX81提供的基础网格模型来制作,当我修改完毕以后,我就把模型倒入ZB开始雕刻女性的身体,当我觉得差不多的时候,我就开始摆Pose,完成pose后,我对结构进行了修为的调整,使得她看上去性感。

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Before I started the sculpt on the head I split it into diff. subtool so as to make things easier and faster to sculpt on.
Once I was done with the head I took a cube and started to sculpt hairs on it as I wanted to try hair scultping in Zbrush.and using subtool master I mirrored and merged the hairs into a single subtool and tweaked it to fit them on her head. Here is the process.
当我开始雕刻之前,我把模型分成多个部分,使得工作简单迅速。
当我完成头部的时候,我使用一个立方体来完成头发的制作,我还是用Submaster来镜像头发模型,镜像以后合并和调整头发适配头部,下面是示意图

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After finishing the head and the body, I started to focus on the cloth and leathers she would be wearing. what I did was I took the mid res posed body into max, and made simple base meshes on the areas I need the cloth and leathers, then I imported all those meshes in zbrush and started sculpting them individually as it gave me more freedom to switch on higher sub-div levels.

完成头部和身体以后,我开始集中的完成衣物和皮革的制作,我先把一个降级的摆好pose的身体模型倒入max,然后我制作出相应的皮革或者衣服的低模,然后倒入ZB中再次雕刻出细节。

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when I was done with the clothing and leathers, I started doing the hard surface accessories and stuff like that in 3dsmax by importing the midres meshes from zbrush and simply making poly surface on the midres meshes
Using polyboost tools .After that it was time to make the guns… which I always hate the most: P. but I made them…
Here are some caps of that process.
当我完成衣服和皮革以后,我到处中级别模型到max 来完成那些金属制品的附加装备。
我使用Polyboost,完成以后,是做枪的时候了,这是我最不喜欢的部分。但是我还是做了。

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Finally I merged everything together and it was great that zbrush was able to handle so many subtools with high subdiv levels.
For the final touch I used transpose masted to make some final tweaks
To the model to get everything fit nicely. Hence this was the final result.
最后我合并所有的物件,ZB能很好的做到这一点。
最后我使用了Transpose masted来完成最后的一些调整。(装备或者穿插pose调整)来保证所有的物件都能很好的适配。这便是最后的效果。

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