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国外CG作品赏析 第二期 Bits of bread [复制链接]

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离线 fusionyuan
楼主  发表于: 2012-10-15 只看楼主 倒序阅读
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最近我们在做一些国外优秀CG作品赏析的专题翻译,与各位新老朋友分享,将会逐期发布,供大家学习交流。翻译不足之处,恳请指正。 GS@ wG  
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国外CG作品赏析 第一期 Siek Box House  在室外表现版(我不发了连接,请谅解) ;|c,  
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国外CG作品赏析 第二期 Bits of bread LQ._?35r  
原著:Bertrand Benoit  翻译:ArchiVizCN.com - FusioN ~![R\gps  
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When working on the Northern light images,I started experimenting with a new workflow to create food assets, inparticular bread and other baked products. After having found a relativelylaborious but clean and effective approach, I decided to build a small libraryof baked, carb-heavy assets. I didn’t go very far, and I will certainly returnto this at some point, but I thought I’d post a few of the resulting testimages and write a little bit about the scene and the workflow, which Iunfortunately didn’t properly document in images and screengrabs – sorry ifthis seems like a lot of text. CUoMB r  
    在制作《Northernlight》的时候,我开始尝试使用新的工作流程去创建食物,特别是面包等烘焙产品。在想到一个相对费劲但清晰和效果接近的方法后,我决定创建一些烘焙食物和碳水化合物。我没有想太多,我来总结一些重点,我想我应该贴上一些测试图像,并写上一点关于场景和工作流程的说明,可惜在图像和截图中我没有附上正确的文档- 对不起,上面说的似乎有点多。 l\bBc, %jt  
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    First a few words about the modellingprocess. Each asset starts with a real-life loaf/roll/bagel (generally fromhere) which I scan using my Ipad and Autodesk 123D Catch (formerly known asPhotofly). The free app can build faithful and fully textured 3D models from aset of photos. Having done the capture, I take a large set of hi-res photos ofthe loaf under as neutral a light as possible using my DSLR. Then, and onlythen, I ate it. NLj0\Pz|B  
    首先说一下建模过程,每一个东西都是从现实生活开始的,我使用IPAD和Autodesk 123Dcatch进行扫描。它是一个免费的程序,可以根据一系列照片创建完整真实的3D模型和纹理。我捕获完这些之后,我把它们放在尽可能柔和的灯光下,使用我的数码单反相机,拍摄了大量高像素照片,在那之后,仅仅是在那之后,我才把它们吃了。 ^+pmZw9 0  
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    The 3D scan is of course not usable assuch. Its tris do not lend themselves to displacement, subdivisions, or evenproper unwrapping, and the texture is too low-res and with too much lights andshadows. But it is a good base on which you can remodel the asset, using 3dsMax conform tools, which allow you to draw a mesh on any surface. Once I havean all-quad low-res model with a nice polyflow, I conform it to the scan, usingthe conform tools again, to make sure the new topology clings as closely aspossibly to the shape of the scan. UOq$88sr  
    描扫出来的3D模型当然是不能直接用的,它含有的三边面不适于做置换或者细分,甚至是UV拆分。而且纹理贴图像质量比较低和贴图上面包含很多光影信息。不过它是一个很好的重新建模参考基础。使用3ds Max的conform工具,可以让你在任意曲面上绘制网络。一旦我完成了一个全四边面并且完美布线的低模,我可以让它包裹在扫描出来的模型上,再使用一次coform,确保新建的拓扑模型尽可能的吻合扫描出来的模型。 ,5nrovv  
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    Then follows the laborious work ofUV-unwrapping and texture-painting in Photoshop, using the hi-res photosstitched together in one large map (after a lot of test-renders, trials anderrors). The final model is rounded off in Max (using the Viewport canvas toerase seams in the texture) and in Zbrush for an extra bit of detail, which isthen converted to displacement and normal maps. Back into Max, the asset isgiven a 2D Vray displacement modifier to bring back the level of detailobtained in ZBrush in the render. 4bmpMF-  
    接下来是一些费力的工作,UV拆分,在PS中绘制贴图,使用高像素的图片缝合成一张大图(经过N次测试和检查),在MAX里柔化最终的模型(使用Viewport canvas去除去贴图缝合的地方(译者注:作者的意思是使用Viewportcanvas这个工具去修正物体表面纹理贴图的交接处,消除衔接生硬的地方,Viewport canvas是MAX自带的表面贴图绘制工具))。之后使用ZBrush制作细节,导出置换贴图和法线贴图,回到MAX,给物体添加一个置换修改器,使用ZB里导出的法线贴图,让物体渲染出来和和ZBRUSH里的高模雕刻效果一样。 i~4:]r22  
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    So here is what the scene looks like in Max(the Max spotlight is only there to cast caustics; the illumination comesexclusively from the VrayDomelight): H -`7T;t~  
    MAX中的场景是下面这个样子的(MAX聚光灯仅仅用来产生集散,VRAY半球灯独立照明) |d8/ZD  
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   Here is a wire render showing the non-subdividedassets (an earlier version of the scene, hence the different model placement).Note the black bread on the right is all-tris. This is from an earlierworkflow, which I have now abandoned for this type of asset: The mesh was buildin ZBrush from scratch, decimated there and exported as a mid-weight asset.These tend to make the scene very heavy though. The other, all-quad,non-subdivided assets are much lighter-weight. 7\5;;23N4  
   这个线框渲染展示物体没有细分前的样子(这是之前的场景版本,和现在的物体摆放位置不同)。注意右边那个看上去黑黑的面包是全三边面的,是以前做的东西。我现在已经放弃了这种东西:网格是在ZBRUSH中创建的,然后导出中模,这样会使场景负担非常大。而使用全四边面,未细分平滑的物体,场景就轻松多了。 7` &K=( .  
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    The Clay render shows the impact of thedisplacement modifier, using hi- and mid-res texture maps (2k for the rolls, 4kfor the big loaf and bagels). On#RYy^}  
    白模渲染显示出置换修改器的效果,面包圈使用了2K像素的贴图,大面包使用了4K像素的贴图。 J6Cw1Pi  
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     For the bagels, I used actual geometry forthe poppy and sesame seeds and different diffuse maps to create variationsacross five copies of the same asset. The seeds are scattered on the geometryusing Itoosoft Forest Pack Pro. I used a B&W image to tell Forest where to position the seeds and baked them into apoly mesh once I was happy with the result. The seeds are given a slight colourvariation too. I used MassFX to position lo-res proxies of the bagels in thebowl, later replacing them with the full bagel meshes. The towel around thebowl was made and draped in Marvelous Designer (hence the tris). I use a VrayHDRImap for the fabric’s bump texture (itself an 8-bit JPG) as I find it generatesmuch stronger, nicer and more defined bump than a basic bitmap image – for somestrange reason I don’t quite understand. # KK>D?.:  
     对于面包圈,罂粟和芝麻我做的是实模,复制了五份并且使用了不同的漫反射贴图。散布用的是Itoosoft Forest Pack Pro,我使用了一张黑白贴图做遮罩。效果让我挺满意。罂粟和芝麻稍微做了一些色彩上的变化。我使用MassFX让一些低模代理放到盘子中,然后用面包圈替换掉这些代理。盘子边上的布料织物在Marvelous Designer中制作(译者注:Marvelous Designer是一款服装设计行业使用的真实布料模拟软件,现逐渐被国外CG人运用,他的布模拟非常容易上手,但是对显卡要求比较高。Marvelous Designer有两个分支,一个叫Marvelous Designer PRO和Marvelous Designer CLO3D,我使用的是后者,功能更多)。布料织物的bump通道,我用的是VrayHDRI。我发现比使用bitmap贴图质感更强,更好,凹凸细节更丰富。我不是很清楚是什么原因。 hU@ 9vU<U  
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    Here are snapshots of the materials, aswell as the materials settings, for the Bagels and for the small rolls. As youcan see nothing spectacular. uAwT)km {  
    这个是材质面板截图,其它材质设置相似,和你看到的一样,没什么特别。 B>Mr /'  
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《Northern light》各个角度的高像素原图,可以到Archivizcn.com下载。 E`}KVi57  
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离线 猫娘一莫
发表于: 2012-10-15 只看该作者
1F
= =!信息量好大,慢慢看~
离线 hefating
发表于: 2012-10-15 只看该作者
2F
mn  被授予
离线 kuzhiling
发表于: 2012-10-15 只看该作者
3F
不错!很有用
离线 chen$jie
发表于: 2012-10-16 只看该作者
4F
这种只能望图兴叹了
离线 xzy3911763
发表于: 2012-10-16 只看该作者
5F
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离线 南风
发表于: 2012-10-16 只看该作者
6F
看着就眼晕 用到了这么多的软件以及插件 真是想象不到!
离线 sunzhigang
发表于: 2012-10-16 只看该作者
7F
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顶  顶   顶   顶   顶   顶    顶
离线 xsinfo
发表于: 2012-10-16 只看该作者
8F
太高端了
离线 nanxi
发表于: 2012-10-16 只看该作者
9F
很有用
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