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Making of Metallum City - Giants in The Dust

由专筑网韩平,刘庆新编译

大家好!
我是Tamas Medve,我现在是挪威一名建筑插画家。首先,我非常感谢CGarchitect 给我机会分享我这篇“Metallum城市——尘土中的巨人”项目的简短制作过程。

关于这个项目我想说几句。该项目的渲染图在2013年的Evermotion挑战中已经制作出来了,但是项目的设计理念在参与竞赛的三周前才构思出来。每天在我上班的路上,我都会经过上百的集装箱,它们给了我用这些带有启发性的集装箱元素建造一座幻想未来都市的灵感。

Hello Everyone!
My name is Tamas Medve and I am currently working as an architectural illustrator in Norway.  First of all, I wish to thank CGarchitect very much for the opportunity to share this short “making of” about my project called "Metallum City - Giants in The Dust."
Here are a few words about this project. This image has been made for the Evermotion Challenge 2013 but the main idea of the concept hatched in my head only three weeks before entering this competition. Every day on my way to work I pass through hundreds of shipping containers and this gave me the idea of an image of a fantastical futuristic city built entirely out of these containers, while incorporating apocalyptic elements.

制作“Metallum城市——尘土中的巨人”渲染图第1张图片

制作“Metallum城市——尘土中的巨人”渲染图第2张图片


开始我已经有了整个图的设计蓝图,包括构成元素和色调。所以在使用3D Max操作之前,我在Google上搜索了一些参考图作为绘景,因为我知道最后的效果图需要包括一些有吸引力的细节。否则在我就得花费无尽的时间在屏幕前制作起重机及其他相似的工业机械的模型。

From the very beginning I had a vision about the whole image including the composition and mood so before I touched 3D Max, I searched for references on Google for matte painting because I knew that I had to include some attractive details in the final image. Otherwise I would have had to spend a lifetime in front of my screen modelling cranes and similar industrial machinery.

制作“Metallum城市——尘土中的巨人”渲染图第3张图片


建模:

最初我必须承认建模不是我的强项,所以我必须找到最简单的方法来建立场景。想法很简单:“乐高”。以前我非常喜欢玩乐高!我制作了一些不同的元素来完成建模过程,节省了很多时间。

Modelling:
At the outset I have to admit that modelling is not my greatest skill so I had to figure out the easiest way to build up my scene. The idea was simple: "LEGO."  I used to love to play with it ::)!   I made just a few different elements and I completed the modelling part saving lots of time.

制作“Metallum城市——尘土中的巨人”渲染图第4张图片


这是第一个代表塔楼建筑,主要是乐高元素组成。为了创造出一些变化,我将它们旋转45度角。

Here is the first proxy tower which was the main Lego element. To achieve some variation, I always rotated them 45 degrees.

制作“Metallum城市——尘土中的巨人”渲染图第5张图片


材质:

我使用基本uvw 贴图来制图。这对于像我一样的懒人来说非常简便。我在材质中使用的所有纹理都设置为平铺。我用V-ray Dirt将它们联合起来。在模型中我几乎使用相同的材质,当然也会改变漫反射贴图,并对它们中的一些进行高光模糊。

Materials:
For the mapping I used the basic uvw map. Simple and easy for lazy guys like me ::).  All of the textures which I used for the materials are set tiled and I combined these with vray dirt as you can see below. I used almost the same material on the models, of course changing the diffuse map and the highlight glossiness of some of them.

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制作“Metallum城市——尘土中的巨人”渲染图第7张图片


灯光:

第一步是仅通过箱子建立我想象中的背景。这个小技巧给我了一点渲染时间来设置我想要的相似的灯光。

Lighting:
The first step was to build up the scene which was in my imagination, by using only boxes. This small trick gave me just a few seconds of render-time to set up the exact lighting that I wanted to achieve.

制作“Metallum城市——尘土中的巨人”渲染图第8张图片


这里没有特殊的技巧。我在纹理镜头中的HDRI图中使用Vray天光和Vray穹顶光。同时,我挑选了最后的背景用于后期制作,我也通过将Vray灯光材质应用到一个平面,从而将其增加到背景中。我想这确实是灯光设置很重要的部分,因为这在渲染中将会产生“真实”反射和颜色。

There is no special trick. I have used VraySun and VrayDome with an HDRI image in the texture slot. At the same time I picked the final background for the post-production and I also added this in to the scene using a Vray light material applied on a plane. I think this is a really important part of the lighting set-up because this is going to produce "real" reflections and colors to your render.

制作“Metallum城市——尘土中的巨人”渲染图第9张图片


渲染设置/Render settings

制作“Metallum城市——尘土中的巨人”渲染图第10张图片


最终渲染/Final render

制作“Metallum城市——尘土中的巨人”渲染图第11张图片


路径/Passes

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后期制作

最后我们进入最激动人心的阶段,同时也是难以解释的阶段,因为这个过程没有规则可言。关于创建基调和颜色改变,每一个人都有不同的观点和想法。大家来看看我的吧!

Post-production:
Yes! Finally we have arrived to the most exciting part and at the same time this is the hardest one to explain because there are no rules. Every human being has got a different point of view and ideas for creating moods and color tweaks. Let’s see mine!

制作“Metallum城市——尘土中的巨人”渲染图第13张图片


我花了几个小时来切断起重机和渲染小的细节,比如制作“汉堡王”标志或中部的机器人,这是主要焦点。所有的这些小细节都给渲染图增添了丰富之感。渲染基调的理念是获得一个尘土飞扬混沌的感觉,获得此效果的最好工具就是Zdepth通道。这有一点小技巧,因为我必须在遮罩上面渲染2D元素。

下图是一个简短的VFX流程,展示了后期制作的主要步骤。

I spent a few hours with cutting out cranes and smaller details like the "Burger King" logo or the robot in the middle which is the main focal point. Also the foreground is 2D and I asked one of my colleagues to take a photo while I was standing in our balcony. All of these small things provide a lot of richness to the image. The concept for the mood was to achieve a really dirty and dusty feeling and the best tool was to get this is the Zdepth mask. It was a bit tricky because I had to paint the 2D elements on the mask.
Following is a really short VFX breakdown showing the main steps of the post-production.



再见大家!谢谢你们的关注,希望大家能喜欢,能在这个教程中找到有用的东西。

Bye, Guys! Thank you for your attention and I hope you enjoyed it and found something useful in my "Making of Metallum City - Giants in The Dust.".


出处:本文译自www.cgarchitect.com/,转载请注明出处。

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