原始链接:http://www.cgarena.com/freestuff/tut.../red_hulk.html 原作者:Fabio Bautista, Columbia 翻译:Qi Since childhood, I’ve been a big fan of the comic books and have always tried to include some of this style in my work. I recently had the opportunity to participate in the Comicon Challenge 2009. The challenge consisted of creating a representation of one favorite action character of comic books, no matter if it was hero, heroine or villain. As this is a competition specifically related to character creation for games, had some restrictions like not being able to use more than 10k triangles in the final model and to create 2048 x 2048 texture maps. 在童年,我是一个漫画迷,现在也经常试着把这种爱好融入到我的工作中。最近,我有机会去参加2009年的漫画挑战赛。这个比赛是让你制作一副你喜欢的漫画人物的作品,不管他是英雄,女英雄还是反面角色。因为这个比赛跟游戏的人物角色有关,它就有一些限制,比如最后的模型不能多于1万个三角面还有贴图的尺寸是2048x2048. Idea 想法 One of the comic book and movie characters and that I have consistently followed is the Incredible Hulk. I always wanted to make one that looks as real as the movies, but comic’s likeness. But there are so many versions created by different artists and an equal number of representations in 3D, I thought about doing an unusual one. 我一直喜欢一部漫画和电影中的角色,他就是Hulk。我一直想制作一个看上去很接近电影,但是偏漫画风格的Hulk。但是不同的艺术家已经创造了很多不同的版本,在3D中又有很多类似的作品,我想制作一个不一样的Hulk。 Thus was the idea of making Red Hulk, a character not well known in movies or games, but even so in comic books? This character is an evil version of Hulk, created by Jeph Loeb and Ed McGuiness (one of my favorite comic artists) and according to them, he is more aggressive and intelligent, besides having all the abilities of Hulk. The main difference with the original Hulk is that it does not become stronger with anger, but rather radiates increasing levels of gamma radiation. In some editions also called Rulk to distinguish him from the original Hulk character, but personally I prefer the original name. 因此有了制作一个红色Hulk的想法,它没有出现在电影或者游戏中,但是漫画中确实有。它是恶魔化的Hulk,由Jeph Loeb 和 Ed McGuiness (一个我非常喜欢的漫画艺术家) 创造。根据他们的设定,它好斗、聪明,还有Hulk的所有能力。跟原版的Hulk最大的不同,它并不是因为愤怒而强大,而是受到了太多伽马射线的辐射。在一些版本中它也被称为Rulk,从而区别于原版的Hulk,但是就个人而言我更喜欢原来的名字。 Keeping all this in mind, I began searching and collecting images that I could use as a reference for creating my own version of this strong character. 当在脑中想好这些后,我开始收集图片来作为参考。 High - Poly Modeling 高模 The first thing I do with this kind of characters for games, is to create a high-poly model, which later on I can use to transfer all the geometry detail to the texture maps. Starting from a box and by using the polygon editing tools, I began creating a base mesh in Max and exported it to an .obj file. Once inside ZBrush, I imported this basic form and began to move vertices with the Move brush, looking for a more defined shape. 在开始之前,我做的第一件事是做一个高精度模型,在之后我将会把全部的信息都保存入贴图中。由一个立方体开始,我使用多边形编辑工具在max中制作一个基础模型,然后导出OBJ文件。在Zbrush中,我导入这个模型,然后使用移动笔刷来移动点来使模型看起来更精确。 When I am satisfied with the overall proportions, I retopologized it, always trying to keep a balanced number of quad polygons in the entire model’s surface. From this model I created other parts such as the pants and hair, making a selection by using the key and drawing a mask selection with the Standard brush. 当我满意整体结构后,进行重新拓扑,使四边面均匀的分布在模型的表面。在这个模型上,我制作了一些其他的部分比如裤子和头发,是按住选择然后用基础笔刷来画一个mask遮罩。 Once I made the selection (shaded in the model) I used the Extract function to create the new object, which is added automatically to the SubTools panel. 然后我选择一些面用提取功能来制作一个新的物体,然后把它添加到子工具面板。 When I had all the elements organized, I started working on the overall anatomy. First I enabled the symmetry button in X axis, began to move vertices and looking for a good balance in the proportions. Then I added a new subdivision level to the model and began to shape muscles by using the Standard brush. 当我把所有的内容组织,我开始对整体进行雕刻。首先我对X轴打开对称功能,开始移动一些点来使模型看起来更协调。然后把细分增加一级,用标准笔刷来刷肌肉。 |
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2010-09-14
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2010-09-13
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