这个教程是一个国外网上的,觉得挺不错的所以花了点时间翻译了一遍并加入了一点小意见,希望大家可以喜欢。还有我的邮箱是lkkkxmdq@hotmail.com,大家可以跟我联络的。
Most of projects usually begin from couple of sketches,so I made several drawings of the Minotaur。通常我们都要从勾勒草图开始,所以我在开始建模以前会先画几张Minotaur(注:希腊神话中的人身牛头怪,就是在迷宫中吃青年男女的那只啦,嘿嘿。)
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When I have completed the outline of the monster, I envisoned him from three views, front from side and back.
我先将怪物的外形轮廓给画出来,主要是前视图,左视图和背视图。
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Colours - I wanted to keep whole scene in warm colours, based on outstanding Baroque painters, such as Rembrandt, D. Velazquez or Caravaggio. I wanted to keep such climate in my final render image. Next important thing was composition and global atmosphere.
颜色部分的话,我想让整个场景保持一种暖色调,就像典型的巴洛克式风格的绘画一样,比Rembrandt, D. Velazquez or Caravaggi等人的作品。在我最后渲染的图片中想达到的就是这种风格,下一部要做的重要事情就是场景中物体的混合搭配和空气中气氛的营造。
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Modelling
I started modelling Minotaur with the Box-modeling technique using standard functions in 3D studio MAX 5.1 such as extrude, bevel, cut, collapse etc.
建模工具上,我使用的是3DMAX 5.1中的一些标准功能如挤压,导角,切割,和并点等来从一个BOX开始。
Minotaur Head
On the face I spend a lot of time, my Body References material, which I drew by my self was not too accurate and I had to imagine how he would look like with open mouth and expressions on his face. I begun modelling the nose, place every vertex one by one in the right place, cut some polygons, edges, extrude, etc.
在怪物的脸部部分我花费了比较多的时间,由于我在操作视图中的参考图是我自己画的所以不是非常的准确所以在实际的建模过程中我不得不努力的去想象出怪物的表情比如它的嘴是如何张开的才会显得更生动。又比如我在建鼻子部分时,就是得在右视图中一个顶点一个顶点去调整的,当然还是得通过切面,挤边等基本的技巧。
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I modeled the eye seperately, and then attached to the model of the head, then mouth and creased forehead. To model horns I used function Extude Along Spline, except for the bump at the horn which I made manually.
眼睛我是单独建的模在attached在头部上,那个血盆大嘴和皱巴巴的前额也是。那对扭曲的牛角我使用了MAX5。1中新增的Extude Along Spline来直接形成(沿曲线自动挤出面的功能,嘿嘿,你不会不知道吧,如果你不懂的话可以去看《白金手册》什么的,这里我反恐菜鸟ZSC就不多说了),不过那些有折皱的地方我可是自己用手工调整的呀。
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角部
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