3ds Max建模教程:打造超逼真吉他(7)
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
If you want to know more about how this material works then you can download it by clicking here.
如果你想更多的了解这个材质是如何工作的,你可以在这里下载。
Textures 纹理:
Okay, here are the specific textures I used for this image. I used CorelDRAW to make them (图15).
The strings have an over-tiled Gradient Ramp texture on them and it’s fully procedural of course (图16).
好了,下面就是我使用的特殊的纹理,使用CorelDRAW来完成的(图15).琴弦使用的是平铺的Ramp纹理,当然,它完全是程序纹理。
图15
图16
Lighting灯光 :
First I wanted to create a scene, but I changed my mind after I’d finished the guitar. Since I wanted to show you every part of it, I didn’t feel necessary to create an entire scene. Alright, but what could I do instead? Should I create an ordinary blue-orange studio scene? No, it was too boring. Should I use HDRI? No, never, I hate it – it doesn’t give accurate results as it hasn’t got distance from the objects. How about using original lights? Maybe … but how?
一开始我想创建一个场景,但后来当我把吉他建造完成后我改变了主意。因为我想向大家展示吉他的每一个部分。我觉得没有必要创建整个场景。好了,但是我要使用什么方法来替代呢?我应该创建一个普通的蓝色-橙色的studio场景吗?不,这太无聊了。我应该使用HDRI吗?不,我讨厌这玩意儿—HDRI不能提供精确的结果因为他无法得到到物体的精确距离。使用常规的灯光如何?或许何以……但是怎么做呢?
After a little thinking, I Googled for some real studio lighting pictures. I was lucky and found quite a few. I then created two new types of light sources for myself. (I just wanted to prevent the hard edges on the reflections generated by simple VRayLights) (图17).
小想一会儿后。我在Google上搜索了一些真实的studio lighting图片。我很幸运找到了不少类似的图片。然后我就创造了两种新的类型的光源。(我只是想防止VRayLights产生反射的硬边。) (图17).
图17
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