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[TA frost wolf _may- "hundred people plan"] art 2.2 model basis
2022-07-28 23:58:00 【zczplus】
【TA- Frost Wolf _may-《 Hundred people plan 》】 The fine arts 2.2 Model basis
- @[TOC](【TA- Frost Wolf _may-《 Hundred people plan 》】 The fine arts 2.2 Model basis
- 2.2.1 Basic modeling process
- 2.2.2 The basic process of modeling in the next era
- 2.2.3 Schematic diagram of the basic process of modeling in the next era
- 2.2.4 The process of role modeling
- 2.2.5 Simple hard surface modeling
- 2.2.6 Lighting test environment
【TA- Frost Wolf _may-《 Hundred people plan 》】 The fine arts 2.2 Model basis
- @[TOC](【TA- Frost Wolf _may-《 Hundred people plan 》】 The fine arts 2.2 Model basis
- 2.2.1 Basic modeling process
- 2.2.2 The basic process of modeling in the next era
- 2.2.3 Schematic diagram of the basic process of modeling in the next era
- 2.2.4 The process of role modeling
- 2.2.5 Simple hard surface modeling
- 2.2.6 Lighting test environment
2.2.1 Basic modeling process

Modeling is divided into three stages :
- Model phase
- Mapping stage
- Render output link
2.2.2 The basic process of modeling in the next era

Compared with the traditional hand drawing process, some normal maps are added .
- Medium model : Determine the proportion of the original painting , By building box Compare the way with the original words , Pay attention to the head , shoulder , The shape of crotch and other positions ; Confirm the size proportion of equipment , Use silhouette to make auxiliary judgment ; It is recommended to use uniform quadrilateral for wiring , Try to avoid using triangles for wiring ;
- High modulus : Further refine the model , Take into account the scale and detail size of the middle mold , Revise the original painting according to the situation of the middle model , Prevent structural errors , In general use ZB To operate . There are certain restrictions on the number of faces , A sub tool cannot exceed 200w Noodles , If the accuracy of the model must exceed 200w Noodles , Then we should use topology to optimize ;
- Topology : Tens of millions of faces can't work properly in the game ; You can use ZBrush and maya Topology
- Low model : Ensure the uniformity of wiring and try to match the high mode , Fine tune in the details , For example, elbow joint , Knee joint and other positions ; In order to make the low mold baking match the effect of high mold as much as possible , Matching is a very important part ;
- Demolition UV: Try to tile uv And try to improve uv Utilization ratio ; Straighten ?
- Baking map : Bake in eight monkeys , Or in SP Medium baked ; It is recommended to use eight monkeys
- Make a map : stay SP In the middle of , There are some ready-made maps that can be used .SP The more important part of is the mask part , Because it operates through masks , Control mixing , Generally, the black-and-white mask is adjusted to control ; By adjusting different parameters of the generator , Achieve good results ; The material of production should conform to PBR standard ,SP Bring it with you PBR Check the filter , Check with it , Suggest 95% The above meets the requirements ;
- Rendering the output : Simple objects can be used directly SP Finish in ;
2.2.3 Schematic diagram of the basic process of modeling in the next era

Different kinds of maps :
- Base color map , Represents the basic color of the object without light ;
- ao Mapping = diffuse Mapping ;
- Metallicity mapping , Used to distinguish metal and non-metal ;
- Roughness map , Used to describe the degree of non-uniformity of surface diffuse reflection ;
- glassness Mapping , Generally speaking, for roughness (roughness) Just reverse the map ;
- Specular mapping , Define the reflectivity of the metal , Describe the properties of a surface when light strikes it ;
Use normal mapping to achieve a high modulus effect without using a large number of faces ;
2.2.4 The process of role modeling


2.2.5 Simple hard surface modeling

In addition, rigorous hard surface modeling will have special requirements , Generally, it is not allowed to use Zbrush lazy ;
2.2.6 Lighting test environment
Lookdev
Usually use one HDR Mapping , Metal ball ,diffuse The ball , Light test with two color cards ;
- diffuse The ball is used to confirm the direction and color of the light ;
- Metal balls are generally used to confirm the light position ;
- A color card 079 a sheet SRGB, Convenient for later color matching ;
- HDR Maps are used to detect ambient light , When assets enter the same lighting environment, there will be no major color changes ;
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