从零开始到完成的prehistoric恐龙建模、雕刻、UV拆解、纹理绘制、摆姿势和合成完整指南。

在本课程中,我们将从零开始逐步创建一个霸王龙模型。课程内容涵盖了建模、雕刻、UV拆解、纹理绘制、摆姿势、场景创建和渲染等步骤。通过实时演示和详细解释,我们将一步步引导你完成整个项目。最终,你将能够创建一个高质量的霸王龙模型。

MP4 | 视频:h264,1280×720 | 音频:AAC,48.0 KHz 语言:英语 | 大小:33.4 GB | 时长:129 讲 • 35 小时 27 分钟并将其用于你的作品集展示。

Workflow概述

在开始建模之前,我们需要明确整个工作流程。以下是我们将要遵循的步骤:

  1. 从低模开始,逐步构建高模。
  2. 使用多分辨率修饰符进行雕刻。
  3. 将高模细节烘焙到低模上,通过纹理贴图进行传递。
  4. 设置骨架(Armature),进行权重绘制和IK(反向动力学)设置,以便进行摆姿势。
  5. 创建一个详细的场景,包括环境、灯光和其他元素。
  6. 最后进行渲染和合成,添加必要的后期效果。

第一步:从低模到高模

在建模过程中,从低模开始是一个好习惯。低模可以帮助我们快速建立物体的整体形状,而无需担心细节。对于霸王龙这样的复杂生物,我们需要先创建一个基本的低模,然后通过逐步细化来添加细节。

使用参考图

在开始建模之前,收集一些霸王龙的参考图是非常重要的。这些参考图可以帮助我们了解霸王龙的体型、比例和肌肉结构。将这些参考图作为背景图片在Blender中加载,确保建模时的准确性。

创建低模

使用基本的建模工具(如Extrude、Loop Cut等)来创建霸王龙的低模。首先从头部开始,逐步构建身体、尾巴和腿部。确保低模的拓扑结构合理,这将有助于后续的雕刻和细化。

第二步:雕刻细节

在创建了低模之后,我们可以通过多分辨率修饰符来进行雕刻。多分辨率修饰符允许我们在不同的细分级别上工作,从而在不影响低模的前提下添加高模细节。

添加肌肉和鳞片

使用Blender的雕刻工具,特别是手动刷和alpha刷,来添加霸王龙的肌肉和鳞片。alpha刷可以帮助我们快速创建重复的细节,如鳞片。通过创建自定义的alpha纹理,我们可以让鳞片的形状和分布更加自然。

第三步:UV拆解

UV拆解是纹理绘制前的重要一步。在这一步中,我们需要将3D模型的表面展开成2D的UV图,这样我们才能在二维纹理上进行绘制。

创建UV图

使用Blender的UV拆解工具(如Unwrap、Smart UV等),将霸王龙的UV图展开。确保UV图的布局合理,避免重叠和拉伸。对于复杂的模型,可以将UV图分成多个部分,以便更好地管理。

第四步:纹理绘制和材料设置

纹理绘制是让模型看起来真实的关键步骤。在Blender中,我们可以使用节点材质(Shader Node)系统来创建复杂的材料和纹理。

烘焙纹理贴图

使用烘焙功能将高模的细节传递到低模上。我们可以使用多分辨率修饰符和笼子(Cage)技术来确保细节的准确传递。在这一步中,我们需要创建多个纹理贴图,如正常贴图(Normal Map)、高光反射贴图(Specular Map)和漫反射贴图(Diffuse Map)。

设置材质节点

通过Blender的节点材质系统,我们可以创建复杂的材料和纹理。例如,我们可以创建两种基本的底色,然后通过混合节点(Mix Shader)来结合它们。同时,我们还可以添加其他效果,如皮肤的光泽和鳞片的反光。

第五步:摆姿势和骨骼绑定

为了让霸王龙能够进行动作, 我们需要为它创建骨骼系统并进行权重绘制。

创建骨骼系统

使用Blender的骨骼系统,创建霸王龙的骨架结构。从头部开始,逐步创建脊椎、肋骨和腿部的骨骼。确保骨骼的位置和角度准确,以便后续的动画。

权重绘制

通过权重绘制工具(Weight Paint),我们可以指定每个骨骼对模型的哪些部分有影响。在这一步中,我们需要确保模型的每个部分都能正确地跟随骨骼移动。对于复杂的模型,可以使用自动权重分配功能,然后手动调整。

逆向动力学(IK)

为了让霸王龙的腿部动作更加真实,我们可以使用逆向动力学(IK)系统。IK系统允许我们通过控制目标的位置来控制骨骼的动作,这在创建行走和奔跑动作时非常有用。

第六步:场景创建和灯光设置

在模型完成后,我们需要创建一个场景来展示霸王龙。这个场景可以包括环境元素,如地面、植物、树木和天空。

创建环境

使用Blender的建模工具,创建一个简单的地面和一些背景元素,如山脉和树木。为了节省计算资源,我们可以使用低模模型和纹理贴图来创建这些环境元素。

灯光设置

灯光设置是让场景看起来真实的重要因素。在Blender中,我们可以使用不同类型的灯光(如点光源、聚光灯和环境光)来创建复杂的灯光效果。例如,我们可以使用一个主光源来模拟太阳光,然后使用环境光和散射光来柔化阴影。

第七步:渲染和合成

在完成场景和模型设置后,我们可以进行渲染和合成。

渲染设置

在Blender中,我们可以使用Cycles渲染引擎来进行渲染。确保渲染设置合理,包括分辨率、采样率和渲染层设置。对于高质量的渲染,我们可以使用高采样率和更大的分辨率。

后期合成

在渲染完成后,我们可以使用Blender的合成节点(Compositing Node)来进行后期处理。例如,我们可以添加模糊效果、颜色调整和深度微调,以增强最终图像的质量。

结语

在Blender中创建一个霸王龙模型是一个复杂但非常有成就感的项目。通过遵循本文中的步骤,你可以从零开始创建一个真实且细节丰富的霸王龙模型。无论你是Blender的新手还是有一定经验的建模师,这篇文章都将为你提供一个完整的指南,帮助你将霸王龙从概念带入现实。

预期学习成果

通过本课程,你将能够:

  • 从零开始创建一个完整的霸王龙模型。
  • 理解良好拓扑结构的重要性。
  • 使用低模到高模的建模方法。
  • 利用蓝图作为建模参考。
  • 使用手动刷和alpha刷雕刻肌肉和鳞片。
  • 使用多分辨率修饰符和笼子技术烘焙纹理贴图。
  • 设置复杂的材质节点系统。
  • 创建一个详细的场景并进行渲染和合成。

课程要求

  • 熟悉Blender的用户界面和基本功能。
  • 有一定的建模经验将有助于完成本课程。
  • 计算机设备能够运行Blender 3.0+版本。

适合人群

  • 想要了解如何在Blender中从零开始创建prehistoric恐龙的用户。
  • 希望学习新的建模方法和技术的Blender用户。
  • 寻找全面且详细的建模培训课程的学生。
  • 希望挑战自我的艺术家和建模师。

What Will I Learn?

Create a dinosaur from start to finish Understand the importance of good typology Working with a low to high poly model set-up Utilize and properly set-up blueprints for modeling reference guides Sculpt muscles and scales onto dinosaur using both manual brush work and alpha brushes Baking texture maps using a multi-resolution and cage Managing a shader node set-up Render out a finalized image for your portfolio

Requirements

Understand how to navigate within Blender and its UI

Previous experience in modeling will aid in completion of this course

Mac or PC capable of Running Blender Version 3.0+

Description In this course, you will be able to create a dinosaur from scratch to finish. You will learn the in’s and out’s when it comes to creating a finalized portfolio piece. What’s even better is this course is geared and created with an open-sourced program called Blender!

Inside this course, I do my absolute best to explain every process using real-time footage and explanations. You can see every click and change that I do within the video.

The Workflow:

Create a low to high poly T-Rex Sculpt using a multiresolution modifier UV unwrap Bake information onto texture maps Pose Create a scene Post-editing

What you can expect inside:

This course is designed with the intention of creating a finalized render for your portfolio.

Throughout the modeling stages of the T-Rex, we will start with designing a low poly T-Rex.

The process will entail using a multi-resolution modifier that we will enable once we get into the sculpting stages of the course. From that point, we will be baking our high poly information onto our low poly dinosaur via texture maps.

We will use several different techniques to bake our texture maps; one technique that is extremely useful is called a cage.

The next stages will include creating an armature, dealing with bones, and inverse kinematics so that we can pose our dinosaur.

We then create our scene with much more environmental detail.

Lastly, we render and finish up with some compositing!

Learn how to:

Insert blueprint references Create a model from blueprint references Join several pieces of geometry into one object Utilize different tools and add-ons featured within Blender Use alpha brushes to create scales on your T-Rex Create your own alpha textures UV unwrap your model Create two different base colors for your Rex. Create several different texture maps that will bring your T-Rex to life! Finalize the scene with plants, trees, and lights for a final render. Lastly, composite your T-Rex to apply final effects! There is so much more inside the course!

This course was designed and created using Blender 3.0 +

Who is the target audience?

Blender users interested in the workflow creation of a prehistoric dinosaur.

Blender users looking to learn new methods when approaching their models

Students looking for an in-depth and extensive training course

Artists looking to challenge themselves

01. Preparation and Working with References

01. Insert References 02. Testing References

03. Enabling Add-ons

01. Enabling Add-ons

04. MODELING Modeling the Body & Tail

01. Model the Body 02. Model the Tail

05. MODELING Begin Modeling the Back Feet

01. The UV Editor for Referencing 02. Modeling a Toe 03. Modeling the Middle Toe 04. Modeling the Larger Toe 05. Joining the Toes

06. MODELING Begin Modeling the Back Leg

01. Extruding the Foot and Creating the Leg 02. Creating the Last Inner Toe 03. Joining the Leg to the Body 04. Mirroring and Checking the Silhouette 05. Adjusting the Mesh with Sculpt Mode 06. Adding and Adjusting the Knee Cap

07. MODELING Begin Modeling the Fingers and Arm

01. Begin Modeling the Fingers 02. Joining the Arm to the Body 03. Making Arm Adjustments

08. MODELING Begin Modeling the Face

01. Creating the Skull 02. Adjusting the Shape of the Arm & Leg 03. Extruding the Mouth 04. Finishing the Mouth 05. Defining the Gumline 06. Creating the Nostril 07. Creating the Eye Socket 08. Adjusting the Shape of the Skull 09. Continuing Skull Adjustments 10. Creating a Neckline 11. Finalizing the Eye and Nose 12. Creating the Ear

09. MODELING Making Adjustments

01. Arm Refinements 02. Leg Refinements 03. Full Body Refinements 04. Final Adjustment Checks

10. MODELING Modeling the Teeth

01. Creating the Teeth 02. Placing Teeth Inside Upper Jaw 03. Placing Teeth Inside Bottom Jaw 04. Joining the Teeth 05. Checking UVs

11. MODELING Modeling the Eye

01. Creating the Eyeball

12. MODELING Modeling Final Checks

01. Modeling Final Checks

13. SCULPTING Early Sculpting Stages (Level 1)

01. Preparation Before Sculpting 02. Face Sets 03. Shoulder & Arm 04. Feet 05. Leg 06. Ribs 07. Chest & Neck 08. Skull 09. Tail & Modifications

14. SCULPTING Sculpting Further Details (Level 2)

01. Installing Files & Add-on 02. Drawing Distress Marks 03. Detailing the Mouth

15. SCULPTING Sculpting the Wrinkles and Scales

01. Wrinkle Detailing Part 1 02. Wrinkle Detailing Part 2 03. Scales Detailing Upper Body (Part 1) 04. Scales Detailing Part 2 05. Scales Tail (Part 3) 06. Scales Spine and Head (Part 4) 07. Scales Head and Miscellaneous (Part 5) 08. (72) Scales Gum (Part 6) 09. (73) Scales Veins and Final Touches (Part 7)

16. UV UNWRAPPING

01. Improving Memory Usage 02. Unwrapping the Eye 03. Unwrapping the Legs 04. Unwrapping the Arms 05. Unwrapping the Head (Part 1) 06. Unwrapping the Head (Part 2) 07. Managing the UV Grid 08. Finishing the UV Grid Layout

17. TEXTURING Baking Map Information

01. Baking the Normal Map 02. Baking the AO Map (Part 1) 03. Baking the AO Map and Cage Creation (Part 2) 04. Baking the Curvature Map 05. Creating the Subsurface Scattering (SSS) Map (Part 1) 06. Creating the Subsurface Scattering (SSS) Map (Part 2) 07. Creating a Roughness Map 08. Baking the Displacement Map

18. TEXTURE PAINTING [BASE COLOR 1] Painting the T-Rex

01. Preparation to Texture Paint 02. Painting the Base Color (Part 1) 03. Painting the Base Color (Part 2) 04. Painting the Nails and Teeth 05. Painting the Mouth and Horns 06. Painting the Eyeballs and Tear ducts 07. Finishing the Base Color

19. (Optional) EXOTIC TEXTURE PAINTING [BASE COLOR 2] Painting the T-Rex

01. Painting the Base Color and Using the Extract Palette (Part 1) 02. Painting the Base Color (Part 2) 03. Painting the Base Color & Stripes (Part 3) 04. Painting the Eyes & Nails (Part 4)

20. SHADING ARRANGING THE NODE EDITOR

01. Node Arrangement (Part 1) 02. Node Arrangement (Part 2)

21. ARMATURE CREATION CREATING BONES & WEIGHT PAINT

01. Creating the Bones & Intro to Weight Paint 02. Testing Bone Deformation & Adjusting Weight Influence

22. ARMATURE INVERSE KINEMATICS AND CONTROLLERS

01. LEG Setting Up IK and Controllers 02. ARM IK & Controller 03. PELVIS CREATION Creating a Manual Vertex Weight Group 04. SPINE Creating Rotations and Controllers 05. FEET & HANDS Parenting 06. HEAD IK, Rotation and Controller 07. (Optional) Addressing Weight Paint Issues

23. RENDERING Creating a Scene for Rendering

01. Creating a Backup File 02. Adding in a Ground Plane 03. Adding an HDRI 04. Adding a Camera 05. Creating a Pose 06. Manipulating the Ground 07. Adding in Large Rocks 08. Scattering Small Rocks 09. Camera DOF and Adding Ferns 10. Adding Bermuda Grass 11. Adding in Trees 12. Placing Dandelions 13. Adding a Branch Lighting Effect 14. Adding the Sun 15. Adding a Puddle

24. (Optional) Addressing Base Color Issues

01. Addressing Base Color 01 Issues 02. Addressing Base Color 02 Issues

25. RENDERING The Image

01. Render Settings & First Render (Base Color 1) 02. (Optional) Rendering Base Color 2

26. COMPOSITING Color Corrections and Vignette

01. Compositing the Renders

27. BONUS!

01. Bonus Pose!

[Udemy] Create a Tyrannosaurus Rex in Blender 3.0+.7z.001 [Udemy] Create a Tyrannosaurus Rex in Blender 3.0+.7z.002 [Udemy] Create a Tyrannosaurus Rex in Blender 3.0+.7z.003 [Udemy] Create a Tyrannosaurus Rex in Blender 3.0+

下载说明:用户需登录后获取相关资源
1、登录后,打赏30元成为VIP会员,全站资源免费获取!
2、资源默认为百度网盘链接,请用浏览器打开输入提取码不要有多余空格,如无法获取 请联系微信 yunqiaonet 补发。
3、分卷压缩包资源 需全部下载后解压第一个压缩包即可,下载过程不要强制中断 建议用winrar解压或360解压缩软件解压!
4、云桥网络平台所发布资源仅供用户自学自用,用户需以学习为目的,按需下载,严禁批量采集搬运共享资源等行为,望知悉!!!
5、云桥网络-CG数字艺术学习与资源分享平台,感谢您的赞赏与支持!平台所收取打赏费用仅作为平台服务器租赁及人员维护资金 费用不为素材本身费用,望理解知悉!