Mclaren 650s Gt3 Tutorial ( Modeling, Texturing, Lighting )

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在本教程中,我们将在 17 小时 40 分钟内对迈凯伦 650S 进行建模和渲染。本教程包括准备参考、对迈凯轮汽车车身进行预建模、添加汽车细节、展开和 UV、纹理和材质以及在 3Ds max 中使用 Vray 和 Corona 渲染引擎进行照明的步骤。

包括

23 个全高清视频文件
时长:17 小时 40 分钟视频 MP4 格式,带有英语的完整音频评论
第一步,设置参考
在这一步中,我们检查我们的图像和参考,并在 3ds Max 中设置我们的参考,并准备开始文件建模阶段。

第二步,开始建模的第一阶段
我们在 3ds Max 中使用最简单的建模方法开始我们的工作,我们逐个对车身进行建模。起初,我们只对 McLaren 的一般形式进行建模以得出正确的初始形式。所有这些步骤都在 3Ds Max 中完成,无需使用任何特殊插件或脚本。对于建模步骤,已经考虑了一种可以被所有级别理解和使用的方法。

第三
步,添加细节在训练的这一步中,我们将逐个检查迈凯轮的所有部件,并根据参考资料添加细节。在本节中,我们使用 3Ds Max 中的 TurboSmooth 方法创建一个高细节模型。在本教程的这一部分中,我们将利用 3Ds Max 在建模中的优势和优势之一,并学习如何使用堆栈修改器。添加细节并最终确定我们的模型后,我们继续下一部分。

第四步,UV 和 UNWRAP
在这一部分中,我们使用了一个很棒的 UV 讨论软件,叫做 Rizom Lab。这种选择的原因是 3ds Max 的展开修改器的弱点,它会打乱工作过程,尤其是高多边形模型。除了所有这些情况外,该软件的各种功能都极大地帮助了我们的工作过程。我们将汽车的模型部分输入到软件中,并遵循展开过程。在这些步骤之后,我们继续使用 Substance Pinter。

第五步,纹理和材料
这部分分为两部分,在第一部分我们开始制作我们需要在Corona和Vray中制作材料的纹理。除了 Substance Pinter,我们还将使用 Photoshop。在本节中,您可以使用我的方法,也可以使用任何其他资源或方法。对于本节,我尝试了一种非常实用的方法,可以用最少的知识来使用纹理领域的优秀软件 Substance Painter。在第二部分中,我们将学习如何在另一个软件中创建着色器,这里是 3ds Max,从我们在 Substance Painter 中创建的纹理。

第六步、着色、照明和渲染
这部分也有 2 个独立的部分,从零到英雄。着色器构建、照明和渲染的所有阶段都在 2 个渲染引擎 Vray 和 Corona 中完成。您几乎可以使用本节中的所有步骤,尤其是使用 Substance Pinter 制作的纹理,以及任何渲染引擎中的光照规则和方法。

有什么要求?
建议使用我们在整个教程中使用的相同软件来完成课程:用于建模的 3Ds Max、用于 UV 和展开的 RizomLab、用于创建纹理的 Substance Painter、用于渲染的 Vray 或 Corona。但是,您可以使用您自己的软件中使用的所有方法。

谁是目标受众?
McLaren 教程面向初学者和中级者。您至少应该了解 3ds max、Vray、Corona、Substance Painter 和 Rizom Lab 的基本知识。

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Instructors: Milad Kambari
Duration: 17h 40m • 23 Lessons
Video: MP4 1920×1042 44 KHz | English
Size: 4.6789 GB

ABOUT MCLAREN TRAINING COURSE

Welcome to McLaren tutorial, in this tutorial we are going to model and render a McLaren 650S in 17 hours and 40 minutes. This tutorial includes the steps of preparing a reference, pre-modeling the body of a McLaren car, adding car details, Unwrap and UV, texturing and material, and lighting with the Vray and Corona rendering engine in 3Ds max.

INCLUDES

23 Full HD Video Files
Duration: 17hrs 40 min video MP4 format with full audio commentary in English
FIRST STEP, SETUP REFERENCE
In this step, we check our images and references, and setup our references in 3ds Max, and prepare the file for start modeling phase.

SECOND STEP, START FIRST PHASE OF MODELING
We start our work inside 3ds Max with the simplest method of modeling, and we model the car body piece by piece. At first, we only model the general form of the McLaren to arrive at a correct initial form. All these steps are done inside the 3Ds Max without using any special plugins or scripts. For modeling steps, a method has been considered that can be understood and used by all levels.

THIRD STEP, ADDING FINE DETAIL
In this Step of the training, we will examine all the parts of the Mclaren part by part and add the details according to the references. In this section, we create a high-detail model using the TurboSmooth method in 3Ds Max. In this part of the tutorial, we will use one of the advantages and strengths of 3Ds Max in modeling and learn how to use the stack modifier. After adding the details and finalizing our model, we move on to the next part.

FOURTH STEP, UV AND UNWRAP
In this part, we use a wonderful software in UV discussion called Rizom Lab. The reason for this choice is the weakness of 3ds Max’s Unwrap Modifier, which disrupts the work process, especially high-poly models. And along with all these cases, the various features of the software greatly help us in the work process. We enter the model of the car into the software part by part and follow the unwrap process. After these steps, we continue our way in Substance Pinter.

FIFTH STEP, TEXTURING AND MATERIAL
This part is divided into 2 parts, in the first part we start making the textures that we need to make the material in Corona and Vray. In addition to Substance Pinter, we will also use Photoshop. In this section, you can use my method, or you can use any other resource or method. For this section, I have tried to consider a very practical method to use the excellent software in the field of texturing, Substance Painter, with the least knowledge. In the second part, we will learn how to create shaders in another software, which is 3ds Max here, from the textures we created in Substance Painter.

SIXTH STEP, SHADERING, LIGHTING, AND RENDERING
This part also has 2 separate parts from zero to hero. All stages of shader construction, lighting and rendering are done in 2 rendering engines, Vray and Corona. You can use almost all the steps in this section, especially the use of textures made in Substance Pinter, and the rules and methods of lighting in any rendering engine.

WHAT ARE THE REQUIREMENTS?
It is recommended to follow the course with the same software we use throughout the tutorial: 3Ds Max for Modeling, RizomLab for UV and Unwrap, Substance Painter for Creating Texture, Vray or Corona for Rendering. However, you can use all the methods used in your own software.

WHO IS THE TARGET AUDIENCE?
the McLaren tutorial is aimed at beginners and intermediates. You should know at least basic knowledge of 3ds max, Vray, Corona, Substance Painter, and Rizom Lab.

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原创文章,作者:steven,如若转载,请注明出处:https://rr3d.cn/32724.html

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