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扫描模型渲染流程
发布于 2017/09/05  |  发表在 [ CG技术 ]    浏览 ( 1274314 )      26
Scan to Render Workflow Time-lapse国外作者James Busby演示了利用真人扫描模型修复到渲染的制作流程,视频加速的,大体可以看看制作的思路也是蛮不错的,简单翻译了下原版的信息,水平有限,如果翻错,欢迎指正~~

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With this video, I wanted to show not only the cleanup process but also how easy it is to mix and match different scans. For example, the head and jacket were scanned on to separate models and then combined in Zbursh.

这个视频我不只是想展示我如果修复扫描模型还有如何匹配不同的扫描模型,举例来说,头和夹克是2个不同的扫描模型,然后在ZBRUSH合并到一起。

Jacket.gif

 used Wrap 3 to quickly and easily re-mesh the scan with our pre existing UV mapped base mesh. For more information on using Wrap 3 you can take a look at our retopologising scans with wrap 3 tutorial.

我使用Wrap 3 快速的重拓扑基础模型,更多关于Wrap 3 的信息可以访问这里了解 retopologising scans with wrap 3 tutorial.(WRAP3没听过,看上去好厉害的

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The hat was scanned on a polystyrene model we had lying around in the studio. It wasn't quite the right shape but once the hat was retopologised in ZBrush it was easy to alter the shape to fit the models head whilst it was at its lowest subdivision level. 

帽子我直接用办公司的模型带上帽子扫描的,形状对不上,但是在ZB里面重新拓扑修复后,在一级别下调整形状匹配到头上是很容易的。

QQ截图20170905203617.jpg

Initially I tried creating the woolly hat effect by using Fibremesh in ZBrush but It created far too many polygons and resulted in huge render times. Finally, I went for the Modo fur option with a simple control map to define where the hair grew i.e not on the inside where you cant see it. 

最开始想在ZB里面使用Fibremesh 做帽子的毛绒效果,但是太费面了,最后我还在MOD里面的毛发功能去做的效果。

Hair was a combination of Modo and Zbrush. I used fibre-mesh for the eye brows and Modo's excellent hair and grooming tools for her main head hair, not that there was a lot of it. 

头发的话MODO的毛发功能和ZBRUSH都用上了, fibre-mesh做的眉毛,MODO做的头发。


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The Final scene was shaded lit and rendered using Modo 10 

最终场景是在MODO10渲染的。

QQ截图20170905204148.jpg

SSS, Spec and Normal Maps 贴图


Final Render最终渲染

花魁原创翻译,转载请注明,谢谢。



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2017/09/24 16:48
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