这个 教程是 转摘于3dtotal

Normally I have an idea of what I want to create in 3D and then use all my abilities to create a picture or an animation I have in my mind. In this case I've got plenty of high quality texture maps and have to make something out of them.
It was not easy to pick only few texture from this big collection to use them - all were great
I decided to use brick-, ground- and two cloth-textures to create an outdoor scene. After that unusual beginning, I made some sketches to determine what I wanted to create from these maps.
Because I wanted to show the usage of textures I tried to create a scene as simple as possible.
一般在我的脑子里闪过去的一些想法去“建三维物景“之前,我将会 先尽我的能力来 把那个 图画(或者 动画)建立在我的 脑子了。 在这个 咧子里 我用了高品质的贴图,要用这些做出来此想法。。。
在巨大的图库中剪切一小部分的贴图并不是很容易,图真的很大很好。
我决定使用砖头,草坪,还有 两张 衣布 贴图来建起 门外场景,然后不像开始
的我画出了一张 草图来指定了我将在这个贴图里建立什么。
因为 我要把贴图的做法展示出,来显出我是怎么样尽可能的把这个场景贴得容易一点。
Using proxy objects I created a basic scene setup and started to play with the lighting. When my light-setup was ready it was time to make the objects a bit more complicated and then - texture them. Before I made new objects, I also set up a DOF effect, because it was much faster to work on the simple scene then later on the complex one.
以基础物体 我建立了初场景的设定,再打了几盏灯。当我设定完灯后我把场景的物体在分了一点细,然后贴了图。在我建立新的物体的时候我也是用调了dof 效果。因为这样从简单的场景到复杂的场景过程里 速度比一下显然是快一点的。
Adding details I started from brick wall in a shadow. I made a screenshot of my proxy all to get proper proportions of texture. To remove thelittle tiling effect from the brick texture I used mainly a cloning stamp. Then I've added some dirt on this wall - it was very easy with dirt maps from CDs I've got.
In the end I painted global illumination shadows on this texture to get better visual effect, and added some green stuff at the bottom.
I also found a great paint lot texture on CD (dirt map), so I put it on the wall too
补充一点的就是 我从阴暗的砖墙开始贴了图,并且我做了适当比率的贴图。砖墙的效果我大都是用了复制并移动的方法。然后我在墙上加了一些脏(刮痕之类)的效果。我可以简单的从我的cd图库里得到这些。

在最后我画了在 阴影中 地面湿淋淋感觉的视觉效果,在最下面加了一些绿色的物质。
我在cd中 还 找出了一些很出色的贴图(脏效果),都在 墙上使用了。



To render a wall I made separate scene with wall only (and the light and camera I set up before). I had to add few more light to get nice effect of ambient light in shadow.
When the texturing was ready I added a few details on the end of the wall to make it more real. Finally I made a render in the desired resolution of this wall to compose it later with other parts of the scene.
I did the same with the ground. Again with a slightly different light setup to get better specular reflections on the stones. In the scene with the ground I used the simple wall object to cast shadow on it.
渲染墙面 我分离了这个场景(用的是之前设定的灯和镜头)。我要在影子里加一些灯来获得更好一点的效果。
当贴图完成了的时候,我在墙壁里加了一些过程让他更真实。最后我渲染出了
以分析出来的墙的部分图,在后的场景里 把这个组成在一起。
草坪用的也是一样的方法。只是在 灯光部分轻微的 调整了一下罢了。在石头地面 调为高光反射。 我在这个场景中的 草坪中用了简单的 墙壁贴图 在给他投了影子。

Next I rendered a background with trees made with TreeDesigner as usual and a separate image with the tree's shadows only.
The last and most important step was the foreground in the focussed area. I wanted to make some clothes on a rope with a nice lucent effect, and some shadows of trees. I made medium detailed models with UV maps and rendered them separately, both with translucency and without, then on composition I've added shadows cast by the trees and a wall
On the final composition I have the chance to get proper balance between shadows and lights playing with all rendered layers.
Best regards,
Pawel Olas
后院里的树使用了tree designer的插件。在一个就只是分离了树的影子和画面。
一般大多数最后的重要步骤就是前景中的焦点空间。我需要在绳子上的衣布上添上透明的效果和 树的影子。我分开着用了uv贴图来渲染了透明部分和外表。在混合后 在投上了 墙壁和树的]影子。
最后我彻底的平衡调解了影子和光线之间的 所有的渲染图层。








