来自专筑编辑刘庆新的报道。继“边缘”(THE BRINK)展出后,Romuald Chaigneau今天与我们分享了这件作品的创作过程。近距离了解给作品带来酷炫效果的动画镜头贴图在整个创作过程中每一步的应用。大家尽情享受吧!
Following up on showcasing THE BRINK, Romuald Chaigneau shares with us the making of this work today. Touching each step of the process all the way to the animated camera mapping which gave it all a cool twist. Enjoy!
Introduction/简介
首先我想说的是我真的很荣幸接触到Ronen Bekerman网站,在上面发表一些博文。我感谢Ronen、整个网站和帮助我的人,让我将这一动画制作完成。
这个个人项目的实物第一次被涂上铜色并应用到Final Fantasy IX(最终幻想9)游戏中。这是一款让我从小就梦想的游戏。在生产中途,我决定制作一个简短的动画。这是一个很不错的体验。
First I would like to say that I am truly honored to have attracted the attention of Ronen Bekerman, and write these few lines right now. I would like to thank Ronen, the whole community, and the people who are helping me during the process to realize this little animation.
The objective of this personal project was first to achieve a matte painting in the mood of the video game Final Fantasy IX. A video game that really made me dream during my childhood. In the middle of production, I decided to make a short animation. A very good exercise to progress.
References/参考
工作的第一步是找到参照。对于FFIX行家,我选择了大理村附近的一个环境。这是为悬崖边上的飞船准备的一种桥墩。这种环境是我一直梦想的。
下面是我主要设计的内容:
First order of business was finding references.
For connoisseurs of FFIX, I chose an environment lying near to the village of Dali. This is a kind of pier for flying boats lying at the edge of a cliff. This environment always make me dreaming.
Here are is my main references:
Modeling/制作模型
我开始在3ds Max中制作一个基本模型。
I started with a basic model form in 3ds Max.
我也制作了一些物体的模型,如桶、篓子或栅栏。我又使用“石头生成器”插件在近景中增加了一些细致的石头。
I also modeled few objects like, crates or barriers. I also used the “rock generator” script to add some more detailed rocks in the foreground.
然后,我将在ZBrush软件里制作的岩石移进来并稍加处理。我并不擅长ZBrush,所以我主要使用格式刷进行“移动”、“标准化”操作。
Then I exported the main rock in ZBrush to rework it. I am not an expert in ZBrush, so I mainly use the brushes “move”, “Standard”.
关于飞船,我主要受艺术家 Ian McQue作品的影响。看看这些图画,简直棒极了。
For the boat, I was mainly inspired by the works of Ian Mcque. Check out these illustrations, they are awesome.
Texturing/纹理
ZBrush软件里的“顶点着色”工具可以让我给岩石添加我想要的纹理。我制作了几张岩石图。
The Polypaint in ZBrush allowed me to texture my rock as I wanted. I played with several maps of rock.
然后我使用了其中漫反射贴图和法向线贴图。
Then I exported my diffuse maps and normal maps.
Lighting/灯光
我的灯光制作很简单。我使用V-Ray Dome Light里的HDRI和V-Ray Sun来强调阴影。我的相机仅仅是一个标准相机。
My lighting is simple. I use an HDRI on a V-Ray Dome Light and a V-Ray Sun to accentuate the shadows. My camera is simply a standard camera.
Render Settings/渲染设置
这里是我主要用到的渲染设置。在这个项目上,其实是无关紧要的,因为我知道我在Photoshop里要创建几乎所有材质,增加2d元素。但是我将图渲染为5000px x 2814px,与高画质格式达到相同的图象,这样在稍后的动画制作中不会有任何问题。
Here is the render settings that I mainly use. On this project, it did not really matter because I knew I would recreate almost all materials in Photoshop in adding 2d elements. However I had render the picture in 5000px x 2814px order to have the same image aspect that Full HD format (1.778) and not have any problems to working the animation later.
Matte Painting/遮罩绘画,绘景,接景
这是我最喜欢的部分!目的很简单,选择所有图像,合并图像,尽情发挥,背景要全部是2D效果。我也调整了岩石和飞船的材质,在Photoshop中提炼了灯光。
我通过勾勒出奇异的、虚幻的边增加其梦幻效果。因为我要的就是这种感觉的图象。
你可以通过看视频来理解每一个步骤。
This is the part that I enjoy the most! The goal is simple, collect full of images, combine them, play with them, to realize the background entirely in 2D. I also reworked the materials on the rock and the boat, and refine the lighting in Photoshop.
I have not hesitate to increase the effects, to give a fanciful and unreal side. I was not looking to have a realistic image.
Don’t hesitate to watch this video to understand the steps of matte painting
这是基础渲染:
Here is the base rendering :
最后的视觉效果……
The final visual…
Camera Mapping/镜头投射
要完成一个简短的动画制作,我选择使用镜头投射技术。尤其是当我的遮罩绘画和3D模型使用的非常好的时候。
首先,我用3dsmax的渲染器和标准材质将全部融合到一个新的3dsmax场景。其实,V-Ray在这里并没有多大用,因为我的灯光已经在遮罩绘画中体现了,而时间渲染在扫描线模式下制作更快。
我将3D背景分组切割。一组用于浮桥,一组用于推车,一组用于岩石,一组用于每一棵树等。同时,在Photoshop里,我引进和这些组完全符合的路径。它的保留只是适用这些组中的每一个“镜头贴图修改器”,用来选择镜头。
这张图可以帮你理解。
To achieve a short animation, I chose to use the camera map method. Especially as my matte painting and my 3d model corresponded perfectly.
First I merged all in a new 3dsmax scene to work with the renderer and standards materials of 3dsmax. Indeed, V-Ray is not useful in this type of work because my lighting was already been working on the matte painting, and times render are much faster in scanline mode.
I cutted the 3d scene by group. A group for the pontoon, one for the cart, one for the rock, one for each tree, etc … Meanwhile in Photoshop, I exported the pass that corresponded exactly to those groups. It remains only to apply the modifier “Camera Map Modifier” on each of this groups and pick the camera.
Here’s a picture to understand.
Animation/动画制作
动画制作非常简单。我选择做一个简单的镜头动作,因为镜头遮罩方式是受限制的。飞船使用虚拟动画做出一个曲线运动。用跟踪视图我可以重复螺旋桨的旋转动作。
The animation is very simple. I chose to do a simple camera movement because the camera map method is restricted. The boats are animated on a path curve using a dummy. With the Track View, I could repeat the rotation of propellers.
飞船烟雾的产生对于我来说确实是个难题。在3D里就能制作近景里的烟雾,我选择使用phoenixFD插件。我增加两个生动的无形烟囱,烟雾就从这里冒出来。你在动画特辑里的视频中可以看到。
The realization of the smoke was a huge problem for me. The smoke in foreground had to be realized imperative in 3D. I chose to use phoenixFD. I added two animated invisible cylinders that serve as valves for given movement to the smoke, as you can see in the video of the making-of.
Composition/构图
所有路径渲染后,在效果后将整体重新构图这一步非常简单。
对于背景,我在Photoshop中用遮罩绘画来制作背景。我仅仅手动进行一点转换,将尺寸放大一点使其有活力。
背景中飞船的烟雾在Trapcode Particular插件里创建。
我又使用此插件创建尘土颗粒。这些由三个图层组成,并且深度不同,使其更形象化。
After rendering all pass, recompose the whole in after effects was very simple.
For background, I took the background created in Photoshop for matte painting. I simply scale up it a bit to animate by hand with just a slight translation.
The smoke of background boats was created with Trapcode Particular plugin.
I also used this plugin to realize dust particles. These are composed to three layers with different depths in order to have a better immersion.
再一次呈现最终结果……
谢谢大家花时间来看这些文字。
我真心希望这会对人们有帮助。再一次谢谢Ronen、网站和在这个项目中帮助我的人。
请记住,一定要保持你的创造力!
And here’s the final result once more…
Thank you very much for taking the time to read these few lines.
I sincerely hope that this will help people. Again, I thank Ronen, community, and people who supported me throughout this project.
And remember, stay creative!
出处:本文译自www.ronenbekerman.com/,转载请注明出处。
|
|