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标题: (3dsmax) Bathroom--制作浴室里的耳机 [打印本页]

作者: 火柴盒    时间: 2008-4-23 11:54     标题: (3dsmax) Bathroom--制作浴室里的耳机

"Making of Headphones in the Bathroom" --制作浴室里的耳机
"Making of Headphones in the Bathroom"
by Carlos Ribeiro
原文链接:
http://www.3dtotal.com/team/Tutorials/headphones/headphones_01.asp

译文链接:http://bbs.hxsd.com.cn/showthread.php?t=9798984


First of all it’s my pleasure to show this project here on 3DTotal one of the most complete cg website in the world.

Everything began in a free time among my other work, at GP2 Studios - São Paulo (
http://www.gp2net.net ), I got my headphones and start to modelling it, after a couple of hours I started to make the shaders and decided to make a still. Don’t question me why, but I had the idea to make to headphones in the bathroom, after doing the still I started to animate and my focus was to get a very realistic render in this animation.

(先我很高兴可以在3DTotal这个全球知名的CG网站上展示我的作品制作过程。这幅作品是在圣保罗的GP2工作室(
http://www.gp2net.net)上班的几周空间时间里完成的,起初开始创建耳机的模型,然后制作shaders(明暗器)并最终决定将它制作成一幅静帧作品。我的想法是做出一个在浴室里的耳机,做完静帧以后还要制作动画并在动画中得到极为真实的渲染。)
作者: 火柴盒    时间: 2008-4-23 11:56

Modelling: 

(建模) 
--------------------------------------------------------------------------------

I used my own headphone as a model reference (SBC hp250 – Philips), I utilized 100% of box modeling techniques to do it and that gave me a nice control over the mesh and a nice velocity to make it and I also I did the same to do the nice wall ceramics.

(使用我自己的耳机作为建模参考(飞利浦SBC hp250),完全使用长方体建模技术制作耳机模型,这让我能很好地控制网格并提高建模速度,也使用同样的方法制作墙壁瓷砖。)






作者: 火柴盒    时间: 2008-4-23 11:58

Shading:
(材质) 
--------------------------------------------------------------------------------

I used Standard 3DMAX materials to shade almost everything in the scene, exception for the plastic and metal materials. I did those exceptions using Vray materials, a good option to save render time and make beautiful reflection using HDR images.

(使用标准的3ds Max材质作为场景中几乎所有物体的材质,除了塑料和金属材质以外。使用VRay材质作为塑料和金属材质,这样可以节省渲染时间并且使用HDR(高动态范围)图像做出漂亮的反射。
Lighting:
(照明)

--------------------------------------------------------------------------------

I used one hdri image as a main illumination and four more omnis to help me out with the specular reflections and to generate four precise specular points at the phones.

(使用一张HDRI作为主要照明,四盏泛光灯照亮镜面反射并在耳机上产生四个精确的高光点。)
Rendering:
(渲染)

--------------------------------------------------------------------------------

I like using Vray render. Many people say it isn’t a professional render, but I see it’s becoming more robust and steady each newer version. It brings me the quality and velocity I need in my works. To avoid the famous flicking shadows I used the medium animation preset and everything was did in a great style (no problems). In my opinion it's one of the must powerful renders available on the market.


(我喜欢用VRay渲染器。很多人说它不是一个专业的渲染器,但是我看到它的每个新版本都变得更加实用和稳定。它能够满足我的作品中需要的品质和速度。为了避免动画闪烁,使用适中的动画预设,顺利地完成了渲染(没有出现任何问题)。依我看,它是市面上最强大的渲染器。)











作者: 火柴盒    时间: 2008-4-23 12:01

Composition:

(合成)

--------------------------------------------------------------------------------

I used Adobe After Effects and at this stage I’d like to introduce my friend Renato Ferro (
http://www.renatoferro.com ) who taught me a lot of tricks and also gave me some ideas. At this stage I burned out my brain because I wasn’t to familiar using After Effects, but in a good way I learned a lot! Exporting Z channel using scanline render I got the DOF lens effects using After. I colourized every object separated, at “2D” part of the animation, doing masks of every object in the scene. I got those masks applying a 100% of self-illumination at the material of the object I wanted to be masked and a matte shadow in the others. After that I had all objects separated like masks and the possibility to colorize everything separated. Twixtor plug-in was an excellent option to sync music/animation using Adobe After.


(我使用Adobe After Effects进行最终的合成,在这一步,我要介绍一下我的朋友Renato Ferro(http://www.renatoferro.com),他教给我很多技巧,也给我出了很多主意。在这步制作中,我绞尽了脑汁,因为我还不能熟练地使用After Effects,但从好的方面想,我学到了很多!使用扫描线渲染器导出Z通道,使用After Effects得到DOF(景深)镜头效果。在动画的“2D”部分,做出场景中每个物体的遮罩,对每个物体进行单独地染色。在要被遮挡的物体的材质上指定100%的自发光,在其他物体上的无光泽阴影,这样得到这些遮罩。在这之后,所有的物体都像遮罩一样独立出来,可以单独地对每个物体进行染色。对于使用Adobe After Effects同步音乐和动画,Twixtor插件是一个很好的选择。)





hope you guys enjoy the “making of “ and I hope you learned something. If you have questions just send me an e-mail. Thank’s.
(希望你喜欢这篇教学并从中学到知识。如果你有问题可以给我发邮件。谢谢。)
Carlos Ribeiro.








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