2012年5月22日 星期二

莎拉 法隆 final

4動態(movment)

ok,人物模型完成之後,終於可以來試試看動作了
作業順序簡單
1.建立BIP
2.檢查骨架權重
3.基本姿勢檢查
4.動態設定
好吧!我承認我有點惡趣味,想看看甜美風格的莎拉,賣弄風騷的樣子!!

OK.We finally can try making the animation after finish the character.
progress:
1.create BIP
2. check the weight of BIP
3.check the movement
4.setting

莎拉 法隆 2

2.角色建模(character modeling)
大學的畢業專題,就是將服裝3d化放上網路。不過由於系上是管理系,所以其實很難解釋建模上面的技術性。總之,衣服對我來說駕輕就熟。

My final case study in college is making the 3d models of clothes an put it on the web side.However My major is information management.It's hard to explain how the 3d clothes relate to the management...Anyway.
What I want to say is clothes modeling is a piece of cake to me.
由於之前我就有提過,虛擬的世界,其實就是一種障眼法。你看不到的地方,其實什麼都沒有。所以雖然人體我研究了很久,不過考慮到這次莎拉的服裝,身體不必做得太過精細,比例也不用考慮到黃金比例的完美身材之類的問題。

I have said the virtual word just likes a smoke screen.There is nothing at the place you can't sea.Although I spend a lot if time on body modeling.It is not necessary to make the detail about Sarah's body figure.So does the golden ratio things.

手指的部分,其實有很多細緻雕塑,但是一樣,這我會在zbrush中處理,因此大體形狀出來就好。

There is more detail sculpture of  finger part.But I will do this thing in other software Zbrush.So never mind.

臉型的部分,我利用zbrush做細部雕刻,還有頭髮也是,由於這臉個部分佔全部著墨的百分之五十左右。是的,最重要的就是臉。臉做好了,差不多就完成了。

I use Zbrush to finish the facial and hair sculpture.And this cost me 50% time to do.

3.拓樸(topo)
由於網路上有很多的相關模型可以下載,不過由於我決定全部動手做,所以雖然原本我想要直接下載莎拉的衣服拓樸直接套上uvm就好,還是決定自己做。
材質部分,全部捨棄。
直接上色,原本光影也可以在拓樸的時候稍微加上去,不過時間關係,也捨棄。最後再用內部光打燈建立陰影就好,角色模型到此差不多就完成了。

There are some model you can download from internet.However I decide to do whole part by myself.So Although I want to download the Sarah's topo and use put uvm on it in the beginning.I still quit.I try to do my best by myself.
So that's means I can't pay attention on the material so does the light.And finally,It almost done.
不過由於我是直接拿照片到ps裡面吸色票代碼,再直接用單色。因此顏色會跟實際上有很多色差。好在模型的臉,還算像。所以不太苛求應該可以打個80分。

I took the a picture from internet and catch the color.So the color will be more simple.luckily,It still looks like a clone.

莎拉 法隆 1

這次呢,是一個大企畫,算是以目前來說將我所有能力會集在一起的一次製作

Allow me to introduce a big project.
是的!!FF13系列的女主角之一 "莎拉 法隆"
一直以來的終極目標,就是遊戲角色製作,雖然說我有許多的相關作品,可是要說最有研究的
還是女性角色製作。從女性姿體表達、臉部表情、到性格個性..等,首先我必須聲明,我覺不是變態..這真的是作業需求的研究。

That's right!One of the female characters in Final fantasy 13-2,"Serah Farron".
Game characters design is my dream from the beginning to the end.
Although I have some different types works.The time I spend most is definitely female modeling.
The poses,the emotion,the personality...ect.I have to say.I am not an easily horny person.What I done is only for study.

製作角色的時候,我認為最重要影響發揮在於兩點。1.臉部表情2.姿體動作表達
臉部表情因為技術上面不足我無法展現,因此這次是利用肢體動作來呈現。

During create the characters.I suppose two key points.1.facial expression.2.body movement.
Limited by my poor 3dmax techniques I can't show how important is facial expression to a 3d model,
hence I try to pay attention to the body movement.

動機:
2012年家庭遊戲機當紅遊戲 太空戰士13系列(港譯:最終換想),當然是我最喜愛的遊戲系列之一,不為其它,今天之所以想投身遊戲界,就是為了進入square enix 當一個遊戲製作團隊的一員。所以這次祭出人氣女主角來當練習之做。

motivation:
Final fantasy is the most popular TV game in 2012.One of the reasons why I want to be a game designer is the game.I wonder that one day.I could be a teammate in Square Enix.So I decide remake "Serah".

當然我必須事先聲名,純粹是個人練習展現,並沒有任何商業意圖。
Before I start.I have to declare.This is a practice only.Not for commercial.

軟體: zbrush  3dmax  ps  ae

流程(progress):
1.人物建模熱身(warm up)
2.人物建模(modeling)
3.建立拓樸(create topo)
4.動態製作(motivation)

1.熱身(warm up)
經過一連串的累積,終於走到這一步,我想最難的莫過於人物的製作,有別於其它無機物的製作,甚至有機的動物、外星人。

In my opinion ,the human create is the most difficult things in 3d modeling.It's more difficult than any monsters, aliens,animals...
softeware: zbrush spend: 3days
半獸人算是我第2個嘗試的類人怪物,其實還算簡單,畢竟科幻的東西,你很難認定它好壞。

This orc is my second test.I think it is easy.You can not judge this kind of si-fi and magical things.
softeware: zbrush spend: 3days
而真人,就不容易了,光是建模,就要花費大量的時間。還不見得是你想要的樣子。

However it cost me more time modeling a real human being.
softeware: zbrush spend: 1 weak
這當中,女性,無疑是最難的,尤其是要她漂亮。醜女簡單,反正哪裡不對,歸功於她本來就醜,但是要漂亮,就必須牽扯生物學,我沒誇張,真的。從你骨骼的架構,到你肌肉紋理,最後到妳皮膚,都很重要。簡單的說,單就五官而言,各器官之間的距離比例,大小比例,就是你要考慮的重點之一。當然,這是以創作來說。今天我的目的,只是抄襲,應該說借鑿。用人家設計好的角色來建模。就不用考慮太多了。

In the human being modeling.Making a beautiful female is the hardest. It include biology.No matter the bone construction,the muscles even the skin are the point you have to mansion.For example,the ratio of facial features is important.There are some golden ratios on your face.Of course the purpose of this project is remake Serah's model.So...never mind.
這個呢,是我再次挑戰的潔西卡愛芭!!當然,頭髮還是沒上,不過這只是熱身,所以我只把重點擺在五官的雕刻上面。記得第一次做的時候,所有人都說像印和闐(the mummy)。

Before remaking model I try to create another character for warming up.This is Jessica Alba. I pay attention on facial expression and haven't make hair style yet.This is my second time to challenge a Jessica Alba's head.I remember there is someone said .It looks like Imhotep whom is a main character in the movie <the mummy> in my first tried.

龍2

software: zbrush  ps
spend: 1week

好吧我承認我懶得想標題,這是繼上次的雕刻後,這次試著上皮膚,還有拓墣

Last time I practice something.This time,I try to use the next technique,"topo"
這個三角龍,是純粹利用工具把顏色噴上去的,這種做法可以直接在想要的地方做上色。雖然我覺得稍微有點不方便,但是對於透視上面,我覺得比較容易理解

The triceratops totally colored by spray tool. It is easy check out colors but not control.
差不多就是這樣,只是會受到筆刷的影響,有些地方還是不盡人意。

This is a finished model.Although I think it's Ok.
這張好像沒有什麼特別不同,不過製作方式確有著本質上的不一樣。

And this is another one.the different between this two model are not only the shape but also the methods I use to.
是的,我有會出到ps上面去做拓墣,這樣一來,利用繪圖軟體你可以很方便的對皮膚做修改。當然你要有一點立體概念,不然哪邊是哪邊,可能會搞混,最容易搞混的就是腹部。

I did export to the photoshop and topo by it. That is more convenience to print the skin.Of course you should have some 3d concept or you will be a mess.

結果來說,應該會比較細膩一些。
Generally,the detail will be better than.

簡單的雕刻
software: zbush  photoshop
spend:     1day

由於只是純粹建模,所已花費的時間大部分在設計外型上面,真正動工,其實也不過一小時的事情

It cost me about an hour to model but much time to design the dragon's looking.

一開始拉完zsphare 直接轉換成模型的時候,還不太確定整體模型的動作

I couldn't decide the pose when the model had created.
意外的,在devide等級開到4之後,肥胖的身區內縮,家上了一個木頭紋路材質之後,簡單的結束。準備之後做背景了以後擺上去。

To my surprise,the shape of the dragon is fitter than before which I devide it from 1 to 4..
Now,we have a short break and try to put it on the environment.

2012年5月14日 星期一

光線調整

光線測試
不同材質在畫面上有著不同的反射系數
light testing
The different reflection factors between materials.
玻璃折射跟反射,瓷器的光線反射,水果、地板...等,期時在當初學的時候老師都有直接告訴你。個個參數是多少,直接就可使用。但以結果來說,其實蠻假的。
光線這種東西,想像中,就是光源,無論你使用點光源,或者聚光,或者遠光、天空光。
這次練習讓我回想起當初高中的時候
學物理的那段日子
"顏色,是因為物體反射某個顏色的光給你的眼球,你才看得到"這句話

In the beginning of learning 3dmax.Teachers usually give us every kinds of factors.Just like the reflection factors of mirror ,vases,fruit,floor...ect.but..be honestly,it looks like a fake.
In our imagine.The features of light are pure.No matter spot light,target light,far light and sky light.
This practicing remind me a sentence which came from the physics class in my high school time.
"You can see colors because the materials reflect it into your eyes."
 
所以我思考的重點在於
1.所有物體,彼此之間的光線反射與折射,其實是互相影響的
2.3d模型如果要更具真實感,光線,是很重要的因素

接著所得到的結論幾個方向
1.所有物體給予不同的光線條件。
2.物體之間色彩會相互影響

And than I consider about 2 key points.
1.They affects each others by reflection and refraction.
2.It's important to control light if you wonder the 3d model looks real.

And I make a short conclusion:
1.put different light conditions in each models.
2. so does the colors affect.
接著可以發現,金屬的部分,還有地板到影的部分,都比較真實了,但是卻仍然有假假的感覺

原因在於,這個模型的整體,其實只有一個250*250cm的木頭地板+一個沙發椅。
一般真實世界不會指有這兩個元素存在,就算在空的房間,也還有牆壁的影響。

Now you can see it more real than before.And what did I do are only the two conclusions I said.
However,It still not the best.

The reason is the original model  created on a 250*250cm plan and put a chair on the plan.
It's impossible in the real world.There will be four more walls even in an empty room.
那麼接下來,加了牆壁之後的這個床,元素差不多,擁有更多的真實性。但還是不夠
因為所有的木頭,布料,我都是用一樣的光線反射。再加上,一個同樣材質的物體,本身其實就有著凹凸面,進而影響表面的陰影
就牆壁來說,一整片死白的牆壁,真的很難找到。床單也是。

Next I add a wall,a bed,a painting for complete the environment.But still something wrong.
I haven't put different factors on each materials,not to mention the lumpy of their surface.

最終,雖然我還是懶得把牆壁拉出來拓墣,但盡可能的,把所有的單一物件都加上不同的光線參數。結果就是,必須稍為努力的看一下,才能找出這張照片違和感,然後判定他是假的。
當然,攝影機這一面的牆壁是沒有的,雖然這面牆壁部添加上去完全破壞了我自己的論點,不過如何一方面架設攝影機,一方面部影響模型結構,這..對我來說有點難。下次再說。

Finally,I put the different factors on each things without solving the lumpy problem.But it still looks great,doesn't it?
Of course when I set the camera.These is no wall behind the camera.This is only the personal skill problem.
Don't be to mean,please.

笨蛋!眼睛!召喚獸!

這次嘗試角色的創作。
一樣,我喜歡結合不同風格的梗,主題是
眼睛!神話!
This time I try to create a character by myself.
I love to combine different styles in one production.
The topic is "eye" and "mythology" this time.

從左到右依序是  地域三頭犬   梅杜莎  牛頭怪  還有斯分克斯
角色設計是由友人Robin 所提供
而我嘗試著把他們變成3d模組到可出模的狀態。
From left to right are Ceberus, Medusa, Minotaur and Sphinix
One of the designer is Robin who is my friend.
And than I try to create the 3d model.
這次使Zbrush 直接做雕刻
由於zbrush這套軟體的特性在於有機物,反而卡通那種圓滑的感覺比做不出來
This time I use Zbrush to sculpt the model.
Because of zbrush is good at the organic things sculpting.Paradoxically,I need it smooth and simple like a cartoon character.
肌肉線條很明顯。
然而這次最重要無法克服的問題在於
連接線
脖子以及身體在建模的時候並沒有分成兩個部分
可是在一般狀態下,確有明顯皺褶
這個無法用補土或者平滑工具彌補。雖然有人說是這套軟體本身問題,我想可以留在以後做一個討論方向
The muscle is too clearly.
However the most important challenge is "suture".
You can see it between the neck and body.
I can't solve this problem by using the software only.There is someone said.This is a bug of zbrush.
So I keep the problem until those programers can solve it.