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标题: (3dsmax)"Making Qwerk" --制作奎克 [打印本页]

作者: 火柴盒    时间: 2008-4-21 13:38     标题: (3dsmax)"Making Qwerk" --制作奎克

"Making Qwerk" --制作奎克
"Making Qwerk"
by Mark Dooney
原文链接:
http://www.3dtotal.com/team/Tutorials/v7_dooney/dooney_robot01.asp
转载链接:http://www.snren.com/dispbbs.asp?boardID=19&ID=19344&page=1



This tutorials uses 3ds max, Texporter, Photoshop and the Total Texture CD 7

(这偏教程使用3dsmax,texporter,ps和3dtotal 纹理集第7张光盘。)
I don't claim to be responsible for thinking of these methods, I simply learnt it from doing lots of tutorials, practicing and talking to friendly people on forums, hopefully I can pass something on.

The Basics 5
(基础)


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Right, lets assume you've never applied any mapping to an object in your 3d program. It all looks quite daunting at first doesn't it? But never fear, its really straightforward and just requires a bit of patience to get some good results.   
(假设你从没有过在3D程序中给物体贴图的经历,看上去这是一件令人望而生畏的工作,不是吗?但是不要担心,这个工作真的很简单,甚至只需要一点耐心就可以得到好的效果。)

We'll start by jumping in at the deep end and texture the shoulder bolts/covers for Qwerk. These are really simple objects as only one side is visible and it is flat. So select the first cover, go to your modifier stack and apply a UVWmap modifier. We'll use a planar map, which it should default to, and apply it to the Z axis. You should see a yellow square surrounding the disc. This is the gizmo that we use to 'map' our textures onto the mesh. A planar map is very simple and only applies the texture in the selected axis. It will cover the whole object, though the same image will appear on both sides and the texture merely stretches across the sides. Not very good looking, but as it is hidden here, it does not matter.
(首先,我们为Qwerk物体的shoulder bolts/covers来贴图。这个部分是一个简单的倒角圆柱,给它增加一个UVW贴图修改器,使用默认的planar方式,Alignment方向选择Z轴。此时,你在场景中可以看到物体周围环绕着一个黄色的方框。planar方式是最简单的方式,它仅仅只将贴图应用到选择的轴向上,它会覆盖整个物体,在顶面和底面都会显示同样的图像,侧面则是图像的延展,看上去效果不好,但是由于在这里它是不可见的,所以也无关紧要。)


No need to take my word for it, lets apply a texture so you can see for yourselves. Open up the material editor, and create a new raytrace material. Name it something appropriate like shoulder/bolt mat. Now click the grey box that is next to the diffuse colour, and on the following menu choose 'bitmap'. I used --handle007.jpg-- for this one. Now repeat this step for the reflection slot using the corresponding bump map, then drag and drop the same map into the specular level and bump slots. To finish off, click the white box next to the reflect channel until the word 'fresnel' appears, this will make the material reflect more when it is looking away from the camera. Then adjust your specular level to about 150 and your glossiness to 40. Now drag and drop this to your object and render a preview to see the mapping in effect. Very nice, but the handle in the middle is a bit small at the moment. There are a few ways to crop our images, but the easiest solution is to simply scale our mapping gizmo. To help us judge the size we should scale it to, we'll need to click the checkered cube icon to display the map in the viewport and activate texture correction in the perspective viewport options. Now, select the gizmo in your modifier stack by clicking the + sign next to the UVWmap modifier, then selecting gizmo. It should turn yellow, while the gizmo in the viewport turns blue. Simply treat it as an object and scale it universally from the center until the image fits the mesh a bit better. Try another render, then sit back and marvel at your first mapped object. Easy isn't it?

(废话少说,打开材质编辑器,创建一个新的“raytrace”材质,命名为“shoulder/bolt”,点击diffuse颜色后面的灰色方框,使用bitmap贴图类型,选择光盘上的handle007.jpg文件,然后使用相应的bump图片为reflection通道进行贴图,拖放同样的贴图到specular level 和bump贴图通道,点击Reflect后面的白色方框,直到出现fresnel字样,这个选项将使远离摄像机的部位产生更多的反射,调节specular level为150,glossiness参数值为40,指定这个材质给物体,并预览一下渲染效果。嗯,很好,但是中间的把手有一点小,有很多的方法来解决这个问题,最简单的方法是缩放贴图线框。点击“在视图中显示贴图”按钮,在修改器堆栈中进入UVW Map修改器的子物体Gizmo层级,就像处理普通物体一样,把它进行等比例缩放,直到纹理贴图与网格更好的匹配。)


作者: 火柴盒    时间: 2008-4-21 13:42

The Next Step
(进阶篇)

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Ok, we've applied a simple map to a simple object and it was pretty straightforward don't you think? Now we're going to apply multiple materials to the head. As usual there is a few ways you can go about this, I have used selection sets in this case because the model allowed it. }31Z X  
(前面我们学习了应用一个简单的贴图到简单的物体,接下来学习应用多重子材质到Qwerk物体的头部。通常这也有很多种方法,在这个教程中,我采用了选择设置的方法。)


Right, the first step is to define our material id's for the mesh. There will be different materials applied to the face and the rest of the head, so max has to know which faces are going to receive each texture. In editable poly, use the face select mode to select the main polygons that make up the face. Once these are selected, use the 'grow' tool to literally grow the selection. There were 3 sections for the seam, so 2 clicks of grow should select enough faces to hide the change in materials. Now, scroll down to the bottom of your modify panel and under 'polygon properties' use the 'set id' to change the id to 2. If you use the 'select id' underneath and set it to 1, all of the other polys that make the head should be selected. Lets move on.
(第一步是定义网格物体的材质ID号,面部和其余部位将指定不同的材质。进入可编辑多边形(头)的poly子层级,,选择构成面部的主要多边形,并设置ID号为2。)


We are going to use a planar map for the face portion and a spherical map, with a different texture, for the rest of the head. A planar map helps because it allows us to apply detail to the face with little or no stretching, and the spherical map should also reduce stretching around the sides and back of the model, we can hide the seam for this behind the face texture, as it won't be visible on those faces.


(我们将为面部指定一个planar贴图,其余部位指定一个球状贴图。)

Lets do the spherical one first, make sure you are just in select mode and apply a UVWmap modifier to the stack. This time we need a spherical map, it should default to the X axis, which is fine, we just need to adjust it slightly to fit our model. Click the 'fit' button near the bottom of the modifier panel, this will get a best fit for the map. Now select the gizmo, notice how one line on the circle is green? This is where the map will start/stop on our object. Rotate the gizmo so the green line is facing forward. Now the planar map. Apply another UVWmap modifier to the head and leave it as planar. We need to tell this to map another channel, channel 1 is already taken by the spherical map, so lets just use 2. Lastly, using rotate on the gizmo, align it to best fit the face selection, then click 'fit' to resize it automatically. That's it, we have now applied two maps to our head and prepared the model so it knows which material it has.


(首先为头部增加一个UVW Map修改器,并处于选择模式,这次我们要采用球状贴图形式,使用默认的X轴,点击Fit按钮,使贴图与模型更好的适配。然后选择Gizmo,注意场景中会出现绿色的圆环线,这就是贴图开始/结束的范围,旋转Gizmo,使绿色的线框面向前方。下面指定平面贴图,另外增加一个UVW Map修改器给头部,采用默认的planar方式,修改贴图通道的值为2,选择Z轴,并点击Fit按钮。通过这些工作,我们就应用了二个贴图给了头部,并告诉它哪个部分使用哪个贴图)




So lets make a material for it. Firstly we need a multi/sub-object material, click the material type near the bottom right of the preview panes and select it from the following menu. We only need 2 materials, so you can delete any that are extra, now choose 2 different base colours for these by clicking the grey square to the right of the material slot, then apply the material to the object. See how the colours are showing our face selections? The first material slot is colouring the main part of the head and the second is filling the face. Good stuff, now we just need to apply our maps. 'But what maps?' I hear you cry. I thought you'd never ask.

(在材质编辑器中创建一个multi/sub-object材质,我们只需要两个子材质,材质ID 号为1的是头部除面部以外的其它区域的材质,而材质ID 号为2的子材质就是面部的材质。这里我们为它们分别指定两种不同的基本颜色。)


Now we've gone through all that work to map the head, it would be a shame to just slap some basic textures on there, so lets make something custom made for our character. We need a guide to know where to paint our textures so lets use Texporter to generate a picture of our maps. There are lots of tutorials available for Texporter so I'll just cover what we need. For our spherical map, the height:width ratio should be 1:2 to get a map in proportion. It should already be using map channel 1, deselect 'Mark overlaps' and choose to colorize by a 'constant' colour. Use 'Pick object' and click on the face. Texporter will now render an image of our object as viewed by our mapping gizmo. Looks weird doesn't it? But its cool, this is what we will use as a guide to paint our texture, you can see the seam on each edge of the image, there should be half of the face on each side. While we're using Texporter lets generate an image of our second map. This time check the dimensions of the map in the modifier panel so we know how to proportion our image size. Select 'map channel' 2, then select 'only id' and set it to 2. Now pick the head again. You should get another render, this time as viewed by the planar map but without the rest of the faces that make the head, just the ones for the face. You do? Cool, lets move on to the fun part.
(下面我们使用Texporter来产生头部的贴图。对于球状贴图来说,为了得到一个均衡的贴图,高宽比设置为1:2,默认是应用到通道1,恰好与球状贴图的ID号吻合,取消对Mark overlaps的勾选,勾选“constant”颜色,按下Pick object按钮,并点击头部,Texporter将根据贴图线框的设置渲染出一幅图像。然后我们再使用Texporter来产生第二幅图像,这次我们修改贴图通道为2,并勾选only id,并设置其值为2,然后再次拾取头部,得到另一幅图像。 )

Painting textures is by far the most enjoyable aspect of texturing, but it can also be a headache when you start with a blank canvas. Fortunately I'm using the Total Textures CD so I've got loads of inspiration to choose from. Lets do the face first. I used --hull009.jpg-- as the base for this one. In your paint software, open the map you made of the face, create a new layer and drag the hull image into it. Reduce the opacity slightly so you can see your wireframe underneath. Now start adding detail, really that's the best way I can explain it. Using images from the CD or anything else at your disposal, add layers over your base using either 'darken' or 'multiply' for the darker areas and 'screen' or 'Overlay' for the lighter ones. By building up layers of detail you can create convincing textures. Try to think where weathering might occur and where dirt will build up, what effect water would have on the different materials, anything that may happen to the texture if it was in 'Real' use, but don't try to be accurate.
Here's a little trick I use all the time to help randomise my textures a bit more. On the rest of the head, I created a base by using hull images 023 and 024 and tiling them alternately across the image then collapsing all the layers into one. Now it looks obviously tiled, but by simply using some grunge maps I can break it up a little. Create a layer mask for the base colour, now use a grunge map as the mask, and hey presto, no more obvious tiling. This also gives me another advantage. If I want to add a slight hint of a base paint under the main red colour, I can simply duplicate the layer, adjust the colour to something appropriate (an off white in this case) and then put it below the base colour. By adjusting the brightness/contrast of the mask, I'm able to show or hide the layer underneath through the holes in the above layer.
Another method I use while painting textures is to arrange my layers into groups so I can quickly duplicate and then alter them to create specularity and bump maps on the fly. The rest of it is all in your head, if you will. Experiment and play with settings and colours to add more life to your texture.

That's It

(就这些。)

The rest of Qwerk was textured using these methods too. The legs and the arms had more material ids than the face and the body, but otherwise it's the same idea. By using different methods in different areas you can texture anything, just keep experimenting and reading and before long you'll find yourself doing it without thinking.

( Qwerk物体的其它部位也使用了相同的贴图方法。它的腿部和手臂使用了更多的材质ID号。通过在不同的区域使用不同的方法,你可以为任何物体进行贴图。勤加练习,不久以后对于贴图你也能运用自如! )
Mark Dooney

作者: 牛超    时间: 2008-12-22 17:34

学习一下




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