Gnomon 真实眼睛创造
Gnomonology 为Gnomon培训机构最新开发的一个教程资源网站.目前提供了资深专家Alex Alvarez、Meats Meier、Zack Petroc和Scott Spencer等约50个小时的视频内容,涵盖的软件有Maya、Photoshop、3ds Max Zbrush、After Effects、Headus、Houdini。

Gnomonology出品,Alex Alvarez讲解,Maya实例教学之创建真实眼睛。教学分四部分,共254分钟。
第一部分,49分钟。在本第一节教学中,探讨眼睛解剖结构与使用表面模拟建模,并指定基础材质。
第二部分,52分钟。在本第二节教学中,主要讲授UV拆分,纹理绘制,材质指定等方法。
第三部分,67分钟。在本第三节教学中,将讲授如何结合参考素材,使用PS甚至Maya.PE工具创建细致到血管血斑的真实纹理。
第四部分,86分钟。在本第四节教学中,主要讲授渲染与灯光技术,包括MR散射灯等的应用。讨论了为获得真实高光的灯光装配。
There is no question that eyes are one of the most critical elements of a character. While there are several way to approach the creation of eyes, this lecture presents an intuitive and quick technique that ensures believability and realism. Starting from scratch, we discuss modeling, texturing, shaders, lighting and rendering with Mental Ray. We analyze photographic reference to determine the anatomical structure of eyes so that our textures and shaders create natural color, bump, transparency, specularity, reflection, refraction and highlights.

眼睛之于角色塑造毫无疑问的致关重要。本系列教学旨在向你展示快速直观地创建出真实可信的CG眼睛。从零开始讨论眼睛的建模、贴图、材质、灯光、MR渲染技术与流程。通过真实照片参考素材的分析,详诉色彩指定、凹凸/透明/高光/反射/折射通道贴图绘制与制作以模拟真实纹理与质感的方法。
Chapter 1: Photo Reference, Modeling, Initial Shaders
In chapter one we discuss eye anatomy and model the surfaces which will yield realistic results. We also create the initial shaders.
Chapter Two: Texturing the Iris
In chapter two we collect iris photo reference and use Photoshop to align them with our iris mesh UV snapshot. We bring the created texture into Maya and develop the shader further.
Chapter Three: Texturing the Eye Body and Cornea
In chapter three we create the textures for the eye surface including veins and imperfections. We use photo reference, hand painting and even Maya Paintfx to create the textures.
Chapter Four: Shaders, Lighting and Rendering
The shader is finalized including some Mental Ray light scattering. The light rig for the eye is also discussed in order to get nice highlights. With the eye complete is it ready to be integrated into any character, and is easily customized to fit different types of humanoids or creatures.
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