3ds Max建模教程:打造超逼真吉他(5)
来源:互联网 作者:未知 发布时间:2011-09-27 11:17:16 网友评论 0 条
图09
图10
The Wooden Material:木纹材质
I used only procedural maps for the wood material. Wood is a special material; every millimeter inside and out looks different. The look of a piece of wood depends on where you cut it and this basically determines the look of the whole material.
木纹材质的表现上我只用了程序纹理。木纹石一种特殊的材质;材质的里里外外每个地方都不一样。一块木纹的外观取决于你在何处砍下去。同时也决定了整个材质的外观。
There are two ways to create the wooden material for a guitar’s neck (or for anything else really). The first way is to flatten the UV Map and texture it with real wood textures, but on a curved shape like the guitar neck, it’s not very easy to do this, or very accurate.
有两种方法来为吉他的neck创建木纹材质(或者是用在任何其他地方)。首先是展平UV然后贴上真实的木纹贴图。但是在曲弧形形状的地方比如吉他的neck位置,就不是很容易做。或者结果不是很精确。
The second method is to use procedural maps, which is much easier and means you don’t have to flatten the UVs. It will also spare the system memory while rendering, it has nearly unlimited resolution so it won’t be pixilated in greater resolutions and it looks good too! Oh and have I forgotten to mention that it’s more accurate than simple textures and spares a lot of time? So it has a lot of advantages and I bet you can guess which method I used!
第二种方法是使用程序纹理,程序纹理更简单并且你也不用编辑UV,另外在渲染的时候使用程序纹理会更节省系统资源。它几乎可以提供无限大精度的贴图结果,就是说即使你使用的巨大的分辨率你也看到像素点,而且效果也不错。噢。我是不是忘了提到它比一张真实的纹理更精确,并且节省时间吗?所以它有很多有点,我想你现在也能猜到我将使用哪种方法了。
There were three parts to the wooden material I used (图11):
在表现这个木纹材质的的时候我用到了三个部分(图11):
The main annual rings (darker and lighter)
主要的年轮(暗色和亮色)
Splinters inside the wood that are in-line with the annual rings
直的年轮里面的小杂点
A few speckles that make the wooden material a little bit more inhomogeneous
一些让木纹材质看起来更加无序的斑点
- 2009-10-20
- 2011-01-11
- 2009-10-20
- 2010-12-03
- 2009-10-20
- 2009-10-20
- 2009-03-30
- 2009-04-17
- 2009-10-20
- 2009-10-20
- 2010-08-17
- 2009-10-20
- 2009-10-20
- 2009-10-16
- 2009-10-20
关于我们 | 联系方式 | 广告服务 | 免责条款 | 内容合作 | 图书投稿 | 招聘职位 | About CG Time
Copyright © 2008 CGTime.org Inc. All Rights Reserved. CG时代 版权所有