起点CG移动游戏平台研发课程·冰点体验!

2011年11月20日

起点CG-GDC斩获归来,堪称起点CG史上最忙碌参展史

2011年11月20日

起点CG引言:起点CG-GDC斩获归来,堪称起点CG史上最忙碌参展史;2010年,我们仅带着《疯狂僵尸OL》的游戏开场片头,获得了近40家国内外游戏厂商的关注。今年我们的再次亮相,公司高层决策产物《拉霸小老楚》更是获得国内外众多游戏厂商的关注和热捧,今年的GDC是起点CG进行企业转型的重要转机,与海外游戏市场的合作将是起点CG制作基地的重中之重,起点CG将给各位合作伙伴以及学员带来更多的惊喜!关注GDC,同样也请关注CGBEGIN!

      本期GDC除了众多资深游戏人的讲座以外,游戏行业全新市场格局已经变得显而易见!接下来请大家跟随起点CG的眼光来看看此次GDC的重大收获吧!

一 . 创新的游戏体验弥漫大会氛围

      创新游戏的概念,大家应该都耳闻能详,但在如今山寨成林的游戏市场中,是否觉得难觅“创新”踪迹呢?此次GDC给我们最大的收获,那就是但你会发现,“创新游戏”的概念充斥着大会的现场,惊奇!惊叹!惊喜!时不时地刺激着各位专业观众和普通玩家!

GDC大墙上再现起点CG踪影

 

创新的游戏沙盘和众多创新游戏体验

      在此次GDC大会中,我们除了能见识到,大手笔的桌游沙盘游戏,更是能领略到移动平台游戏开发的热潮,是桌游的即将崛起?还是移动平台游戏的黄金时代即将到来?

二 . 国内外众多游戏厂商认可起点CG研发成果      

        作为国内知名专业动漫培训机构以及游戏培训机构,起点CG此次在GDC除了展示了本身研发的两款跨平台游戏作品以外,也趁此机会和国际动漫、学习学府进行教研交流,值得兴奋的是,起点CG的学员作品更是获得了众多国际游戏厂商的赞许。

        当然,本次起点CG的主人公除了可爱的《疯狂僵尸OL》以外,更增加了一名新成员——超萌系《拉霸小老楚》,2款游戏的同时坐镇不仅仅引来国际游戏厂商的亲来,更是让现场的学生赞叹不已。作为国内首家动漫、游戏教育制作基地的我们,能在此次GDC大会上获得众多赞赏,这是对我们的认可,更是激励我们进步的动力,谢谢大家!

来自美国、新加坡、芬兰、日本、秘鲁等众多游戏厂商纷纷洽谈合作

起点CG成员(小猛、小颖)辛苦大家啦!

 

三 . 和谐氛围、经验分享共创共赢局面

      此次GDC邀请了众多国际一线研发精英进行专业的讲座,更值得一提的是,众多国内外参展商同样拿出了自己的得意之作,使我们获益匪浅!更值得惊奇的是,在此次GDC大会上,所有商场对近年的游戏市场观点和看法是出奇的一致,这使得大家的沟通越发顺畅。

      起点CG也和众多游戏厂商进行了积极的交流,其中包括游戏外包企业,网页游戏研发企业,游戏引擎研发团队还有游戏平台运营团队,交流心得和分析各自优势是我们沟通的主题,一个和谐的气氛伴随着众多务实的企业,这将会带来无限的商机!     

分享经验、打造共赢局面

 

 起点CG小编结语:

      感谢GDC大会能给予起点CG这样的机会,使得我们能和国内外知名游戏厂商共聚一堂,了解最新的游戏市场动态,打开游戏产品商务推广渠道。伴随着《拉霸小老楚》的华丽登场,也同时标志着起点CG正是进军移动平台游戏研发领域,我们也希望能用更好的创意给各位玩家带来更多的惊喜!谢谢

关于2011-GDC(游戏开发者大会):

      游戏开发者大会(Game Developers Conference 简称GDC)是全球最大的,面对游戏界专业人士的活动。在今年北美当地时间2月28日到3月4日期间召开的GDC2011是第25届,届时将会有超过18000名来自全世界的程序员,艺术家,游戏制作人,游戏设计师参与到这次盛会中。大量的新技术,新游戏,新理念都会在这个舞台亮相,在这个意义上,GDC绝对不是一个只属于专业人士的大型活动,每一个喜爱电玩的热心玩家都能从中找到自己关心的信息和喜爱的话题。

时隔一年,起点CG期盼与中国游戏开发者大会再次邂逅

2011年10月14日

引言:去年在GDC-CHINA(第三届中国游戏开发者大会上),起点CG携带还在襁褓中的《疯狂僵尸OL》首次正式参加游戏行业顶级展会,并以参展商的身份,将起点CG介绍给世界一流的游戏开发团队。时间飞逝,在2012年11月中旬,起点CG又将来到GDC-CHINA。但这次,我们的准备更加充分,欢迎大家来现场目睹我们的风采!

      作为即将接触的游戏盛会,我们自然也不敢怠慢!~因为这次与GDC的相遇,很可能是给我们《疯狂僵尸OL》找个好娘家!~同时,作为国内知名的游戏培训动漫培训基地,起点CG更是希望每个我们的学员都可以在国际游戏的盛会上,领略到真正的游戏开发与商务洽谈过程,这也是他们得天独厚的优势.

     接下来,让我们看下和谐的团队,温暖的团队,他们在做什么?

这是周六,我们的游戏部同事们在进行紧张的游戏测试工作

教室里也张贴了GDC的海报!开始倒计时吧!~

关于GDC-China(中国游戏开发者大会):

        第四届游戏开发者大会 • 中国(GDC China)将于2011年11月12-14日再次登陆上海。GDC China由UBM TechWeb游戏网络(旗下拥有游戏开发者大会Game Developers Conferences®、《游戏开发者》杂志和Gamasutra.com)主办,并将提供一个独特的论坛平台,深入挖掘亚太区游戏开发动态。会议的特色是所有内容均由中国本地开发者所组成的专家顾问团策划拟定,他们共同承诺,并将致力于推动并支持中国成长中的游戏产业。在国家和当地政府主管部门的大力支持下,GDC China通过引入GDC高品质的演讲内容和在全球范围内的社群影响力,提升中国数字娱乐产业的现状。GDC China将特设在线游戏开发和业务、游戏国际化与合作两大主会场,以及独立游戏、社交游戏和手机游戏三大峰会。

角色制作之女性毕娜

2011年09月8日
Inspivation
灵感:

Binah was a difficult and long time consumming project. It was a great challenge for me, technically and artistically. Binah is the third sephirah of the  tree of life in cabbala. After reading many texts about the tree of life, I wrote some sentences describing my vision of Binah:
(Binah是一个艰巨且耗时的项目。对我来说是一个的巨大挑战,不管是技术上还是艺术上。Binah是cabbala的生命之树的第三个sephirah.读过很多关于生命之树的文字后,我写下了描述我自己心目中的Binah的一些句子)

She is the third sephira in the tree of Life.
She channels the torrent of energy of Chokmah.
She is the one who creates Life…
She gives Life to all things…
She gives Death too…
She is the dark protector of Life and Death.
(她是生命之树的第三个sephira.
她引导Chokmah能量的洪流。
她能创造生命。
她能赋予所有东西生命。
她也能赋予死亡。
她是生命和死亡的暗黑保护者。)

After this process of describing the character I thought about my inspirations and the graphical style I want to create. I wanted Binah to have a soft, pale skin, with some details only in the eyes, mouth and hand areas. She wears a long dark robe, and drapery, and I wanted her hairs to be in the continuity of her robe style. Finally, I wanted her to have a dark, cold and enigmatic glance.
(角色描述完后,我开始考虑我想创作的图象风格。我希望Binah有柔软且苍白的皮肤,只有眼睛、嘴巴和手周围有一些细节。她穿了一件暗色的长袍,还有花饰,我还希望她的长发能吻合长袍的风格。最后,我希望她有黑暗的,冷酷和高深莫测的一瞥。)

step1:modeling
(步骤1:建模)

My modeling process is based on the edge extruding technique. During this process, I try to get edgesloops as accurate as I can, so I can manipulate/animate what I do. I principaly use EdgeExtruding method for my characters so I can set up my edloops directly. For the face, I do my best to keep circulars edgeloops over the overall surface. I try to get good transitions between edgeloops too.
(我的建模过程基于边拉伸技术。在此过程中,我尽量保持线条走向的精确性。角色方面我主要用边拉伸的方法,这样我就能直接设置我的线条走向。面部方面,我尽量在整个表面保持环状步线。我尽量在线条间保持合理的过渡。)

For the dress, I use procedural approach in fact. (I was discovering Houdini at the same time …). First I modelised a polygonal patch with few polygons and unwrapped it directly with planar projection.
(衣饰方面,我实际上使用的是程序的方法。我先建立一个只有很少面的面片然后直接用平面映射展开uv。)

Then I add  it an EditPoly modifer to give his main shape. As you can see, the object keeps its uvs. Now It’s time to use procedural approach further to detail it.
(然后加上Editpoly编辑器编辑形体。就象你看到的,物体保持了它的uv。现在是到时候使用程序方法进一步给它细节了。)

Then I add  it an EditPoly modifer to give his main shape. As you can see, the object keeps its uvs. Now It’s time to use procedural approach further to detail it.
(然后加上Editpoly编辑器编辑形体。就象你看到的,物体保持了它的uv。现在是到时候使用程序方法进一步给它细节了。)
Generaly, I add a Meshsmooth/Turbosmooth modifier on top of this hierarchy. And I add a noise modifier too with soft selection on vertices. This create little chaotic turbulences that make the fabric more natural.
(一般我会在编辑堆栈的最高层级加一个网格光滑或涡轮光滑。然后加一个噪波编辑器作用在被软选择的点上,产生了一点点的不规则使布料看起来更加自然。)

This method is very usefull for doing drapery because doing so, you can step back to the first EditPoly and model the main shape, and the Uvs and the overall details will be preserved.
(这种方法对做布料非常有用,因为你可以回到最初的Editpoly去重塑主要形体,uv和细节都保持住了。)

Of course there will some little coorections about uvs, and the falloff selection pour the noise modifier, but I prefer to do drapery so, because it is much easier than modeling the drapery and unwrapp it directly.
(当然在uv上会有一点点的变形,而且噪波编辑器也影响了被软选择的部分。但我还是倾向这种方法,因为这种方法比建好布料再展开uv要容易的多。)


As you can see, this is the same object deformed, and the uvs did’nt changed,  there was only a few corrections to it, and to reselect the vertices in the second EditPoly modifier for the falloff and the noise modifier. Hair were modeled in the same way, and received opacity maps for rendering. I like a lot to put the details more and more accurate on the models, because it makes them really react to the lighting of the scene. So I don’t usually use tricks on texture maps to replace the details of the model. I skinned and rigged the body of Binah to set her in pose. The dress and the other accessories were modeled on the posed body. I spent a lot of time searching the good pose, to give Binah a lot of personnality. Posing is a great way to make a 3D character alive, much more than a realistic rendering.
(就象你看到的,这是同一物体的变形,uv几乎没有变,只有一点点的变形。在第二个editpoly上重新软选择了顶点从而影响到了渐变和噪波修改器。头发也用相同的方法建模,带不透明贴图。我喜欢在模型上增加细节且使模型尽量精确,因为这能使它们真正的受场景光线的影响。所以我没有使用贴图方面的技巧去代替模型上的细节。我给binah蒙皮绑定后设置了姿势。衣服和其它的饰品都是在设定姿势后建上去的。我花了很多的时间寻找一个好的姿势,让binah看上去更加有个性。摆姿使3d角色看上去有生命感,而不光光只是真实的渲染。)

Due to posing, my modeling process can be long. But since it is posed and well modeled, it is more easy to give a character more a more natural look with Lighting and Texturing.
(因为要摆姿势,所以我的建模过程很长。但如果模型被很好的摆姿和建模,接下来的灯光和贴图给角色一种更自然的感觉会容易的多。)

step2:texture
(第二步:贴图)

A good lighting can’t be done if you only bet on radiosity and HDRI lighting. According to me, the best way to lighten a scene is the do like a real photographer will do. Using the 3 point light technique.
(如果你仅仅依赖全局光和hdri,就不会有好的灯光。对我来说,好的照亮场景的方法应该是和一个真正的摄影师的方法是一样的。使用3点照明技术。)

I first setup three Area lights in my scene : (我先在场景里设置3个面光源)
- one Key Light;  (一个主光)
- one Fill Light    (一个补光)
- one Rim Light.  (一个轮廓光)
I tweak these lights until I get a good base lighting on my character.
(设置参数直到我得到一个好的基础灯光。)

Then I put a HDRI dome light, to avoid Black areas in my picture : I generaly set the intensity of this DomeLight very low. Finally, I put some white constant shaded planes around my character to fill the areas that remains too dark. These planes help to create nice reflexions on reflexive objects too. During this process, I always tweak the intensity of my lights to keep my lighting ratio at the same value (Intensity of Key Light / Intensity of Fill Light). I always try to use warms colors for the Key Light and cold colors for the Fill Light too. For the eyes, I always create two point lights, including only the eyes, and controling only their specularity. It allows me more control on the specularity of the eyes. Here is the light setting of my final scene. For the Rim Light, I duplicate the spot to make if softer.
(然后我设置一个hdri天光,避免在图像里出现死黑区域:一般我会把天光的强度设置的非常低。最后,我在角色周围布置了一些反光板来照亮仍然很黑的区域。这些反光板也能在有反射的物体上产生很好的反射。在此过程中,我经常会设置灯光的强度来保持光比不变(主光强度/补光强度)。我经常尝试暖色调的主光和冷色调的补光。眼睛方面,我经常建两个点光源,仅仅对眼睛产生高光。它使我能更好的控制眼睛上的高光。这是我最后场景的灯光设置。我复制了轮廓光让它更柔和。)

Texturing/Shading :
(贴图/材质)

The skin : I wanted Binah to have a cold pale porcelain skin. So, I choose to put details only in caracteristic areas:
(皮肤:我希望Binah的皮肤是苍冷精致的。所以,我选择只在几个区域添加细节)
the eyes      眼睛
the mouth    嘴巴
the hands    手
The rest of skin remains really simple, with only subtle variations on it. Here is some example of the diffuse texture for the skin
(其它地方的皮肤很简单,只有一些细微的变化。这里是皮肤漫反射贴图的一些样本。)

use the SSS Fast Skin Material from MentalRay to render the skin. I putted the diffuse texture in the Unscattered Diffuse Color and the Epydermal (Top) Layer Scatter Color slots. Then I putted a warmer version of the diffuse texture in the Subdermal Layer Scatter Color.For the Back Surface Scatter Color, I didn’t putted some textures, and kept the redish color.
(我使用mentalray的SSS Fast Skin材质渲染皮肤。我把漫反射贴图放在 Unscatteted diffuse color和Epydermal(top) layer scatter color上,然后我把漫反射贴图的暖色版本放在Subdermal layer scatter color上。Back surface scatter color上,我没有放置任何贴图,保持了红色。)
I use a specular map, reflexion map, and bump map(pictures below from left to right) for her skin, too.The dark areas of the reflexion map aren’t really black. It allows my skin shader always reflect some light from the environment, even where the skin doesn’t seem to be reflective. The bump map is really subtle as you can see. The details are mainly around lips and eyes area (again to make contrasts on her skin).
(我还使用了一张高光贴图、反射贴图和凹凸贴图赋予皮肤。反射贴图的黑色部分其实并不全黑。它使我的皮肤材质能够反射一些旁边环境的光线,甚至是那些看起来并没有反射的皮肤。就象你看到的,凹凸贴图很微弱。细节主要围绕嘴唇和眼睛区域(再次和皮肤形成对比)。)

For the dress fabric, I mainly used the Oren Nayar Blinn shader from 3DSMax. One of the tricks I often use for fabrics is to put a Fresnel Falloff map in the self-illumination slot of my material.Then I tweak its intensity curve to get the results I want. I do the same for the bump slot.It allows me to have some variations for the bump of my surface. Moreover I always put some reflexion map on fabrics (except the soft ones).
(衣服饰上我主要使用3DSMax的Oren Nayar Blinn材质。有一个技巧就是我经常会给布料材质在自发光通道上加一个菲涅尔渐变贴图。然后我调整它的强度曲线得到我想要的结果。凹凸贴图上也是如此,这样我就能在布料表面的凹凸上有一些变化。此外,我经常会给布料添加反射贴图(除非是很软的那种)。)

材质教程:车漆

2011年08月30日
Car paint is one of the favourite materials of the industrial design students of the Florence Design Academy (www.FlorenceDesignAcademy.com). You can use it for any product design, especially for mobile phones, mp3 players, bikes….or simply for a concept car.
(车漆是佛罗伦萨设计学院(www.FlorenceDesignAcademy.com)工业设计系的学生最喜爱的一种材质。你可以将其用于任何产品设计,尤其是手机,mp3播放器,自行车…或是一辆概念车。)
There are many different types of car paints. The most trendy one is the metalized car paint with two specular highlights.(This tutorial will not teach the metalized car paint with the random aluminum flakes, and in order to have this kind of particles you must use Max 9 materials which are explained in other tutorials
(车漆有许多不同的类型。最流行的一种是有双层高光的金属化车漆。(这个教程将不介绍带有随机铝质微粒的金属车漆,要制作这种类型的粒子你需要使用在其他教程里介绍的max9的材质)
The two specular highlights will give an optimal light reflection to your object in order to show in a very soft and for the human eye pleasureful way the shapes of you objects. To create two specular highlights you must change the BLINN shader to MULTY-LAYER. This allows you to have 2 independent specular highlights (in Multy-Layer they are called First Specular Layer and Second Specular Layer). One must be very soft the other very hard/strong. Go to the first specular highlight slot (it is called specular layer) and adjust it until you have a large shape (glossiness) which is not too bright (level). Then do the opposite with the second specular layer: small shape and very bright. After this step go to Maps and add to the reflection map Raytrace. Set the reflection amount to more or less 20. 
(双层高光将给你的物体一个非常理想的灯光反射,它以一种非常柔软的,悦目的方式来体现物体的形体。要创建双层高光你必须将着色器由blinn改为muti-layer。它允许你拥有2个独立而特殊的高光(在multy-layer中他们被称为第一高光层和第二高光层)。一个是非常柔和的,另一个非常尖锐。在第一个高光样本槽调整它,直到你得到一个大而不亮的高光形态(即glossiness光泽度较小,level高光级别不太高)。然后在第二层做相反的操作:小而亮的高光。然后进入贴图通道,给反射贴图通道添加光线追踪贴图。设置反射数量为20。)
To have more control of the specular highlights in the rendering you can use in your scene a SPECIAL “MR.Area Omni” light (normally it is better to use MR.Area Omni if you use Mental Ray to make your rendering, but in this case you can use also a normal Omni light). After you have placed the light in the correct location make a right mouse button click on the MR Area Omni and disable “AFFECT DIFFUSE”.
(为了在渲染中对高光有更多的控制,你可以在场景中使用独特的MR区域泛光灯(如果你使用mental渲染的话,MR区域泛光灯是更好的选择,但对本例而言,普通的泛光灯也是可以的)。在你将灯光放到合适的位置,然后右击灯光,关闭影响漫反射(affect diffuse)。)
After this step this MR.Area Omni will create only specular highlights on the materials. We will use that MR.Area Omni only to create these specular effects that normally is visible on metalized car paint. In this way we have much more control of the position, colour and brightness of the specular highlights. Disable the shadows in the MR.Area Omni. This technique is very helpful if you need a higher number of specular highlights than the existing light sources (that you must create for normal illumination) are already creating on the car paint material. It is also possible to create a specular colour which is different than white. With changing the specular colour you can simulate the classical car paints that you can see in the car-tuning environment where often we have a mix of two different colours (diffuse colour + specular colour). This makes the material more interesting.
(这样MR区域泛光灯将只在材质上创建高光。我们将使用MR区域泛光灯只创建这些在金属车漆上常见的独特的高光。用这种方式我们可以更好的控制高光的位置,色彩,亮度。关闭MR区域泛光灯的阴影。如果你需要比实际的光源(用于正常照明)更多数量的高光时,这种技术是非常有效的。这样也可以创造独特的高光颜色。通过改变高光颜色,你可以模拟在车转弯时看到的由两种不同颜色混合着的经典的车漆。这使材质显得更有趣味。)
Here below you have a sample of a mix of more colours. In this case we have a red diffuse colour, a blue first specular layer colour and a white second specular layer colour.
(下图中,你可以看到不同颜色混合的一个例子。在这里我使用了红色的漫反射,蓝色的第一高光层,白色第二高光层。)
Here below we have exactly the same scene, but without the EXTRA omni lights. The difference is strongly visible. In this sample you can understand how important it can be to use the technique described in this tutorial.
(下面这张图里我在相同的场景里排除了那些泛光灯。区别是很明显的。在这里你可以理解在使用这篇教程里描述的技术是多么的重要。)

Tip 1: If you go to use many Mr Omni’s for an object because you want to create many different specular highlights, you will risk creating a less visible shadow of an object. In this case it is necessary to use Ambient/Occlusion to avoid this problem.

(提示1:如果你要给一个物体使用大量的MR泛光灯,因为你希望创建大量的高光,物体的阴影将变得不可见。 此时你需要使用Ambient/Occlusion 来解决这个问题。)   
Tip 2: If you have other objects in the scene that have normal materials and have NOT to be affected by the Omni’s, remember to exclude them from the Omni’s with the exclude button from the modify panel. ”R2t&X[9  
(提示2:如果你在场景里其他的物体是正常的材质,不希望被泛光灯影响,记得在修改面版里将其排除掉。)

You can find the information for the illumination & render settings in other Florence Design Academy tutorials.

(你可以在佛罗伦萨设计学院的教程里找到照明和渲染的设置。)

I hope you have enjoyed this tutorial.
(我希望你喜欢这篇教程。)

材质教程:铬合金

2011年08月23日
Chrome is one of the most used materials in the Design field. This material needs only a few settings to be rendered in an optimal way. You can see many samples of chrome in the design gallery of the Florence Design Academy http://www.florencedesignacademy.com   
(铬合金是在设计领域用的最多的材质之一。这个材质仅需要一点设置就能被非常理想的渲染出来。你可以在佛罗伦萨设计学院(http://www.florencedesignacademy.com)的设计画廊看到很多鉻合金的例子。)
(让我们开始吧)
1.) You need a dark grey diffuse colour (for a perfect mirror it should be black, but often a dark grey colour has a better effect on chrome).
(1.你需要使用一个深灰色作为漫反射的颜色(对于完美的镜面反射,它应该是黑色,但对鉻而言,深灰色会有更好的效果。)
2.) Now go to add glossiness and specular level (there are no fixed values, the correct effect is strongly depending by the light that you create. You can begin with the value 40 in both slots). 
  
(2.现在添加一些光泽度和高光层级(这里没有固定的数值,理想的效果很大程度上的取决于跟你所创建的灯光,开始你可以将其都设为40
3.) Go to maps and assign to the REFLECTION map “RAYTRACE”. This will allow you to have REAL reflections of other objects in the scene on this material. The value in the reflection slot should be between 85 and 100 (a mirror must have 100).
(3.进入贴图卷展栏,给反射通道指定“光线追踪”贴图。它会在这个材质上对场景里的其他物体进行真实的反射。反射数量应该在85到100之间(镜面反射必须是100)。)

Very often you need to have a environment which reflects on your object to achieve a good rendering. A good reflection will give a touch of realism to your object and will describe better organic shapes. But what if we don’t have any other object in the scene that can reflect on our model? UeCi{ W  
(通常你需要为反射指定一个环境以达到更好的渲染效果。一个好的反射将给你的物体添加真实性,并能呈现更好的结构形态。但是如果我们的场景中没有任何其他物体,那么在我们的模型上究竟能反射些什么呢?)

We will use a FAKE reflection. This kind of technique simulates to have an environment reflected on surfaces which in reality does not exist in your scene. In fact we will use a simple image to create a Fake reflection.  
(我们将使用一种模拟反射。这种技术模拟实际上并不存在于场景中的环境在物体表面上的反射。其实,我们使用一张简单的图像就能模拟反射。)

After you have insert RAYTRACE in the reflection map you will see that the material editor is showing new settings. This are the settings of the raytrace panel (on the right side of the material editor you can see written RAYTRACE instead of standard). Like in the image below go to assign to the NONE button in BACKGROUND a BITMAP.

(在你将光线追踪指定到反射贴图通道以后,你将看到材质编辑器显示出新的属性。这是光线追踪贴图的设置面板(右侧是贴图浏览器,你可以看到标为“raytrace”的材质在标准材质的上面)。如下图所示,给背景栏里的NONE按钮指定一张位图。)

After this step you will see that the material editor is showing you the settings of the Bitmap panel. Normally you must reduce the output amount of the fake reflection (this is the setting which will make more or less visible the image that you choose as fake reflection). To make the image “less visible” you must go to “Output” where in the “output amount” slot you must put a value which is a little bit smaller than 1 (for example 0,7). Normally the standard number 1 is too high as value.

(此后你可以看到材质编辑器向你显示了位图的设置面板。通常你需要降低模拟反射的输出数量(这项设置能控制你选为模拟反射的图像的可见度)。要使图像较少的出现,你需要进入“output”卷展栏,降低“output amount”(输出数量)值小于1,例如0.7。通常默认的数值1都太大了。)

In this way you can obtain really very good reflection effects. Here below you can see a sample.
(通过这种方法你可以非常好的反射效果,下图是一个例子。)

On this image you can see the reflection of the grey environment + 2 white boxes + the fake reflection

(在这张图里你可以看到灰色的环境+2个白色的反光板+模拟反射贴图在物体表面的反射。)

Here we have the same scene with the same settings like above. Only the image for fake reflection is different.

(这里是有着同样设置的同一个场景,惟一的不同是没有添加模拟反射贴图。)

Tip1: Remember that with Mental Ray the fake reflection is NOT visible in the material slot as preview. You must make a test rendering to see the result. (提示1:记住使用mental的话,模拟反射在材质球预览框里是不可见的。你必须做一个测试渲染才能看到结果。)

Tip 2: There are many ways to create Chrome. Another way to create Chrome is trough a RAYTRACE material (change standard with RAYTRACE in a new material slot). But the result is the same as in the standard material. 3j$,x(ua9  
(提示2:有很多方法来制作鉻合金。另一种方法是通过光线追踪材质,但是结果跟使用标准材质是一样的。)

Tip 3: A HDR image can also used as a fake reflection. HDRI renderings will be explained in other Florence Design Academy tutorials or lessons.

(提示3:HDR图像可以用于模拟反射。HDRI渲染将在其他的佛罗伦萨设计学院教程中讲解。)

Tip 4: If you want exclude an object from reflection: go to the chrome material, select raytrace that you have in the reflection maps slot. Click on the button LOCAL EXCLUDE. Now just select the objects that must be excluded from the reflection of the chrome material. This will make the selected object invisible in the Chrome material.

(提示4:如果你项将某些物体从反射中排除掉,你可以进入鉻合金材质,选择反射通道的光线追踪贴图,单击LOCAL EXCLUDE按钮,然后选择那些需要排除掉的物体。这将使所选择的物体在鉻合金材质的反射中不可见。)

Tip 5 : A mirror material is very similar to Chrome: Black diffuse colour, no specular highlights and Raytrace 100% in the reflection map. :20k6)  
(提示5:镜面材质与鉻合金很像:黑色的漫射颜色,没有高光,反射通道数量为100。)

You can find the information for the illumination & render settings in other Florence Design Academy tutorials. QmB

(你可以在其他的佛罗伦萨设计学院教程中找到关于照明和渲染的设置。)I hope you have enjoyed this tutorial.

(希望你喜欢这个教程。)

制作迷失的世界(下)

2011年08月15日
Step Three:
(步骤三)
——————————————————————————–
I then started work on the lighting and atmosphere. I started to create the haze and the accent of the light in the mood. The overall image then started to look close to what I wanted. So it was then time to add in the elements in order to bring the composition to life.
(然后我开处理光线和大气环境。我添加了一些雾,以及受此影响的体积光。整张图像开始跟我所想的接近了。现在是时候添加一些元素给这幅作品带来一些生机。)
Step Four:
(步骤4)   
——————————————————————————–
I built the two airships from photographic parts of a force aeroplane and helicopter, along with a metal texture, which gave me a good result [see image below].
(我用飞机和直升机的照片合成了两艘飞船,配合金属的纹理,得到了相当不错的效果,如下图所示。)
I also created some birds, which were painted photographs to look more pictorial.   
(然后我制作了一些飞鸟,它们被绘制在照片上更像插画。)
Finally, here is the final image [see image below].   
(最后,下面是最终完成的图像。)
Thank you very much for reading this Making Of; I hope you will find it useful and learn from this making of one or two tricks. If you have any questions, suggestions or critiques, please feel free to drop me a line to at: a_baluta@yahoo.com.
Many thanks once again.
(再次感谢)Adrian Baluta

制作迷失的世界(上)

2011年08月12日
This image was made for ‘The Lost World’ challenge. I think a hidden city is a lost world, and so I created one on an island – a city hidden by big rocks. I also wanted to feature a ship discovering the place.   
(这张图像是为以“迷失的世界”为主题的挑战赛而作的。我想一座被隐匿着的城市也是一个迷失的世界,然后我在一座小岛上创建了它——城市被岩石所隐藏。我还想让一个飞船发现这个地方。)
Step One:
(步骤一)
——————————————————————————–
I started from a sketch to figure out how the composition of the image should look. 
(我开始绘制一些草图来确认这张图像看起来应该是什么样的。)
 

When I was satisfied with the sketch, I started work, building up the clouds. I used photo textures of clouds and I combined them to create something which I feel is very atmospheric.   
(当我对构图比较满意了,我开始构造云层。我使用了云层的照片纹理,并将其混合来制造我所感觉的氛围。)

Step Two:   
(步骤二)

 ——————————————————————————–

I started adding elements, like the water, rocks, buildings and so on, and I also used a small photographic texture combined to build the whole composition. The process was not so simple though because every layer had a different colour. To fix this, I used the Color Balance and Hue Saturation tools. I made a lot of layers with colour passes, and a painted fog was added to give the sensation of depth. But still, at this point more work was needed on the lighting and atmosphere.

(我开始添加一些元素,例如水,岩石等等,我同样使用来一些照片纹理来混合以构建整个作品。这个过程不是那么容易,因为每一层都有不同的颜色。为了修正这一点,我使用色彩平衡和色相饱和度工具。我制作了大量的校色之后的图层,并绘制了一些雾来添加场景的纵深感。但是,在这里,对于光线和氛围需要做更多的工作。) 

 

制作人物教程——男孩篇(下)

2011年08月8日

With the uv’s created I imported the head in ZBrush to texture it. I used poly-paint for it. Really cool. Then exported the head and texture to Maya and tada.. There it is now. (Also created SSS shaders) 
(UV建好后,我将头部导入ZBrush来进行贴图。我使用了多边形绘制(ploy-paint)。真酷!然后将头部和贴图导回Maya。如下图所示,我还创建了3s的shade。)

Imported the hair into ZBrush and divide the mesh to a 3 million poly mesh and started brushing hair. After that I created a normal map to import it in Maya. Also made an texture using the same technique as with the head.
(将头发导入ZBrush,细分网格到三百万格面,然后开始雕刻头发。然后我创建了法线贴图导到Maya中。当然我用同样的技术制作了头部的贴图。)

When the head was done I thought it was time for rigging. I totally forgot that I didn’t make the hands haha. So I had to make them. Box Modeled a low res in Maya, exported to UVlayout, imported in ZBrush, start making adjustments to the mesh, and then textured it
(头部创建好之后,我想是时候绑骨骼了。我差点忘了我还没做手呢,哈哈。所以我我不得不先作他们。在maya中用box建的低模,导到UVlayout分UV,导到ZBrush调整网格,然后绘制贴图。)

And there he is. The final model. Created Subsurface Scattering for the face and hands. Now its time to rig and pose the character 
(这就是最终的模型。我给脸部和手部创建了次表面散射。现在是时候绑骨骼和摆姿势了。)

Because this character was made for a motion capture shoot, I got the rig from the motion capture studio E-Motek. I only had to bind it and of course weight paint it :(  
(因为这个角色是用来配合动作捕捉的,所以我从动作捕捉工作室E-Motek中获取骨骼。我仅仅进行了绑定当然还有刷权重。)

Here we are in the motion capture studio. On the left is me commanding (lol sorry man) Sander kamermans (the 3d character is called after him, because he did the acting). my fellow classmate. Thnx for the great acting man !!! 
(这里就是动作捕捉工作室了。左边的人是我,我正在命令桑德·卡莫门(3d角色是以他命名的,因为他做的动作),我的同班同学。他是一个优秀的动作者。)

Introduction 2:
(简介2)
——————————————————————————–

So the character is done. The performance also… So now I had to wait to get the data from the motion capture studio. It took them uuuuuuh… I thought 3 days. So in the spare time i wanted to create a poster from my character just for fun. To kill some time.
(角色已经完成了。任务也结束了……现在我不得不等待来自动作捕捉工作室的数据。这花了他们3天的时间。所以在空闲的时候我希望给我的角色摆个有趣的pose。算是打发时间吧。)

Saturday I was in Utrecht city (city in the Netherlands) where I saw a big poster of H&M. Its a big.. I mean.. BIG clothing shop. Full of lines of (mostly) woman fighting for the last discount articles. You have to see that, its kind of fun just to watch them going frenzy. I thought maybe its fun to make a poster just like the one H&M uses, but then with my character. So… again goggled some reference
(周六,我在Utrecht城(荷兰的一个城市)看到了一些人物的姿势。这是一个很大的时装杂志。富于线条的女人充斥着最后一页。你可以感到,即便仅仅是看着他们也会变的疯狂。我想制作一个类似的姿势应该是很有趣的。我再次收集了一些参考。)

Created a simple background, studying the lighting of the real posters from H&M to simulate the lighting. And here is the final pose of the character. Now its time to render
(制作一个简单的背景,学习H&M杂志里对真人的照明来模拟灯光。这是角色最终的姿势。接着是渲染。)


 made only two render passes. One occlusion, and a Color/specular render. Now its time to startup Photoshop for creating the final look of it. Compositing yeahhhhh : 
(我渲了两次。一个AO层,一个色彩高光层。现在可以在PS里进行最后的合成了。)

Here you can see the difference in Photoshop. Left is the color render only and on the right side the render with occlusion and color correction 
(你可以在PS里看出其中的不同。左边是单独的色彩层,右边是色彩和AO层混合并校色的结果。)

And here is the final render with the logo and price tag :D . Isn’t it cheap for such a nice shirt haha 
(这是最终的渲染,还有价格标签。这件漂亮的T恤可不便宜。)

Outro:

——————————————————————————–

In the time I made this poster the data from the motion-capture studio came in. Just in time. It was the first time that I used this workflow.. The combination of maya/uvlayout/zbrush but it really was nice to work this way. Going to explore it more but wanted though share it with you.
(在接下来的时间里,我从动作捕捉工作室获得了姿势数据。然后只是时间问题了。这是我第一次使用这个工作流程……复合使用maya/uvlayout/Zbrush,但是这样工作的方法还是很不错的。我希望不仅能探索的更多,也能跟你们一起分享。)

Also I want to thank Sander Kamermans for the great acting in the motion capture studio !! Two thumbs up !!(couldn’t do it by myself).
(我还想感谢桑德,在动作捕捉工作室做了那么多激烈的动作。双指着地!!我肯定自己做不了。)

Ow and btw… here is a shot from the character in my final animation (acted by Sander Kamermans). Go to my website ( http://www.purc.nl) to view the animation
(这里还有一个在我最终动画里的截图(动作来自桑德·卡莫门)。请到我的网站(http://www.purc.nl)看最终的动画。)

相关链接:

制作人物教程——男孩篇(上)

制作人物教程——男孩篇(上)

2011年08月4日

Introduction:
(简介)
——————————————————————————–

Alright lads, here is a little making of from my Emo Character called Sander.
(一个健康的少年,这是一篇关于制作我的EMO角色桑德的教程。)
——译者注:EMO是指人,缩写是从EMOTIONAL EMOTIVE 之类的,是说人的性格很古怪,古怪性格的人! 就是神经质,也说男的GAY 的那种。

It all started on Queens day when I and a friend (micha) saw some ‘Emo’ people walking down the street. Have to say I am not into that kind of style, but it’s a style really good for caricatures. It’s easy to tell someone how an ‘Emo’ looks like, so it is really good for translating it to a 3d character (or any other medium). So I made a sketch in my little sketchbook.
(那是在皇后日的那天,我和我的朋友(米查)看见一个“EMO”少年走在大街上。当然,我不是那种人,但这的确是一个很好的漫画形象。这样很容易告诉别人一个“EMO”是什么样的,所以最好将它转换成3d角色。然后我在我的小速写本上画下了它的草图。)

I draw this simple drawing of an ‘Emo’ character in my little sketchbook that I got with me all the time. Not knowing what to do with it but just draw it for fun, maybe someday it becomes something (and yes I’m not that good at drawing so don’t laugh ha ha).
(我在随身携带小本上简单的画下了这“EMO”角色。当时并没有明确的目的,仅仅是画着玩,也许什么时候会有用。我不擅长画画,让大家见笑了。)

 

At school we got an assignment to make a 3d character that we going to use for a motion-capture shoot. I was looking for a concept for a character and found my stupid drawing. I thought it could be fun to make that in 3d. So I collected some reference from Google, and created this reference sheet before making the final sketch 
(在学校我得到一个任务,制作一个3d角色来配合动作捕捉系统使用。我开始寻找合适的角色,然后找到了我那个傻乎乎的草图。我想用3d做出来应该很有趣的吧。所以我从google上收集了一些参考资料,然后在绘制最终的草图前创建了这个参考板。)

And there he is. A front and side view painted in Photoshop. Took me 2 days ha ha. Have to practice more on my drawing skills. But it’s good enough to get an overall idea of the character 
(这就是了,在PS中绘制了前视和侧视图。这花了我2天的时间。看来要多练习画画了。但这对获取角色的整体印象已经足够了。)

After a while I created the low resolution version of the body and head. All the body parts where started from cylinders en just modeled the overall shape. Inserted some loops where I want some clothing folds. But nothing fancy yet 
(然后我创建了身体和头部的低模。所有的身体部分是从一个圆柱开始的,仅仅调整了一下总的形体。然后在我希望有褶皱的部分加入一些环行线。这没什么好说的。)

Here are some close-ups when smoothed 
(这是光滑之后的衣服。)

 


I have a hard time making heads out of nothing from polys. In ZBrush I don’t have to worry on the technical aspects of modeling, pure creative. So I exported the head from Maya to ZBrush to get sculpting. In ZBrush I created in an hour or so this simple head and thought it looks ok 
(从一个什么都没有的多边形开始构建头部是一个艰难的时期。在ZBrush中我不必担心建模的技术问题,仅仅是创造。所以我将头部从Maya中倒入ZBrush来进行雕刻。在Zbrush中我花了一个小时来创建了这个简单的头,如下图所示。)

When the modeling was done, I exported the different body parts as OBJ’s. I imported those files in UV layout to simply create uv-maps!!!! What a nice program. Some stretching going on around the mouth but its good enough for ZBrush. If there are no overlapping then its good.
(建模完成之后,我将这些不同的身体部件以OBJ格式导出。我将这些文件导入UV layout来创建UV贴图!!!真棒的一个程序。在嘴部周围有一些拉伸,但这对ZBrush来说已经够好了。如果没有重叠那就完美了。)

相关链接:

制作人物教程——男孩篇(下)