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Making Of 'Mercedes-Benz 300SL (1955)'
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  • 发布时间:2015-9-1 02:01
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Making Of 'Mercedes-Benz 300SL (1955)'
制作梅赛德斯奔驰300sl(1955)
By Martin Forgá?
作者:Martin Forgá?
Software used/使用软件:
3ds Max, Photoshop
翻译by:yipinsucai.com

Inspiration/灵感
I was planning to model the 300SL's spiritual successor, the SLS AMG. During the research phase I came across the original and I made a quick decision. The 300SL's design, visual properties and shape itself made quite an impression on me. Once I had taken a second look at the car I recognized instantly that it must have been a courageous and unique concept for its time. The one last detail to be decided was the model year and I chose 1955.
我打算建模奔驰SLS AMG,这款继承300SL精神的后继者。在研究阶段我碰到了原型,我做了一个快速的决定。300 sl的设计、视觉特性和形状本身给我留下了很深的印象。我第一眼看到它,我就认识到,他是一种勇敢和独特的设计概念。细节需要我选择了这辆1955年的车型。
History/历史
The Mercedes-Benz 300SL is a two-seated, closed sports car, built by Daimler-Benz from 1952 until 1963. It was one of the first cars to use the distinctive gull-wing doors. It was introduced in 1954 at the New York Auto Show and there were only 1,400 coupe versions released by 1957. Its top speed was phenomenal for the time at 225 km/h, with later models reaching 249km/h.
梅赛德斯-奔驰300 sl是两座的、封闭的跑车,由戴姆勒-奔驰从1952年到1963年间生产的。它是第一个使用独特的鸥翼的门的汽车。它在1954出现在纽约汽车展上,1957年发布的双门跑车,只有1400辆。它的最高速度是惊人的225公里/小时,后来的产品达到249公里/小时。
Modeling – Beauty in the Detail/模型-细节之处出精彩
The first thing to do was to gather enough background info and references. This is the only way to understand all of the detail on the vehicle. That is where the beauty of this car lies. At the time I started modeling this car, Bratislava Auto Show took place, enabling me to shoot some photos for my work. I then had everything that I needed for correcting the blueprints that I already had, which were of varying qualities.
首先要做的就是收集足够的背景信息和参考图片。这是唯一的方法,去了解所有的车辆细节。这就是这款车美丽的谎言。当时我开始建模这辆车,布拉迪斯拉车展正在举行,使我能够拍些照片给我的工作。然后我拥有一切,我需要较正我已经有了的蓝图,它们的细节不一样。
Poly modeling was used to model the base of the image (Fig.01). Even the basic body shape needed correction during this phase because of the conflicting blueprints used at the beginning. This meant that the model required ongoing modifications which were possible because of the photographs I had taken.
poly建模是用于模型的基础建模方法,(图1)。甚至连基本的车身形状都需要在这个阶段校正,因为一开始使用的蓝图/参考图片不准确。这意味着模型需要进行不断的更新,这是可能的因为我拍的照片。

Fig.01
The mesh was then divided into several entities (body, door, glass, interior, little details) so my work became a little more organized and the desktop was not as cluttered as it had been before (Fig.02 – 05).
模型的网格划分为几个实体(身体,门、玻璃、室内,一些小细节)所以我的工作变得更有条理,工作台并不像以前那么凌乱(图02 - 05)。

Fig.02

Fig.03

Fig.04

Fig.05
One thing to keep in mind is to not use an excessive amount of polygons. This will take its toll later when you are trying to correct some of the details. To smooth the surface of the model I used the TurboSmooth option, along with the Isoline Display function. After that, it was a matter of Cut, Extrude, Weld, Chamfer and so on.
要记住的一件事情是不使用过量的多边形。这将在后面造成麻烦,当你试图纠正一些细节时。使用表面平滑的模式,我使用了TurboSmooth选项, Isoline显示功能。然后就是一些重要而常用的命令如的削减、挤压、焊接、倒角等。
Don't forget that the more details the merrier. After finishing the model and making sure that no mesh corrections are necessary, I was able to move to the next phase. Clay renders have proven to be effective in spotting mesh errors between the phases.
不要忘记车的更多的细节。完成模型后确保无网格错误是必要的,我可进入到下一个阶段。边渲染测试边进展模型能有效地发现模型的制作错误。
Texturing and Materials/贴图和材质
Texturing the car was a fairly easy affair. For the most part I used the Unwrap and UVmap function of 3ds Max. No third party software was necessary. As far as materials go, I used the standard V-Ray material. The quality of the materials and textures proved to be adequate for my purposes. I avoided using complex materials in areas where it didn't matter so that I didn't increase rendering times – the foot pedals are a good example of this. You can see the dashboard materials in some of the final images.
车子的贴图是相当容易的事情。大部分我使用了Unwrap和UVmap修改器。没有必要的第三方软件。至于材质,我使用了标准 V-Ray 材质。材质和纹理的质量能够满足我的目的。我避免使用复杂的材质在不重要的物体上,因此我没有提高渲染的时间——脚踏板是一个很好的例子。你可以看到仪表板材质在最终图像上。
Lighting/灯光
To light the scene I used V-Ray lights and V-Ray light materials. It is very beneficial to learn the principles of photo studio car lighting. There is a main V-Ray light above the car which sufficiently lights the whole car, as seen in Fig.06. I tried to use photometric lighting to enhance the interior, but the result was not satisfactory so I used V-Ray again.
灯光上我用V-Ray灯和V-Ray灯光材质。学习摄影工作室的汽车照明原理对这是非常有益的。有一个主要 V-Ray灯在汽车上方足够照亮了整个汽车,见图06。我试图使用光度照明提高室内,但结果并不令人满意,所以我再次使用 V-Ray灯。
翻译by:yipinsucai.com

Fig.06
The light planes placed around the car created a nice easy light transition on the body. It is possible to use the gradient V-Ray light, but planes provided better results in this case. For them I used V-Ray LightMtl with a Gradient Ramp map, correcting the transitions as needed (Fig.07).
灯光平面放置在汽车周围创建了一个相当不错的容易光过渡。可以使用渐变vray灯,但面光提供了更好的结果,在这种情况下。我使用vray LightMtl嵌入一个渐变贴图,获得了所需的渐变效果(图7)。

Fig.07
The placement of light planes depends on the body shape, camera placement, animation usage…there is no universal advice available, which leaves room for experimenting. And sometimes, when the results are unsatisfactory, it is better to remove all the lighting from the scene and start from scratch. Lesson learnt.
面灯的位置取决于汽车的体形,相机的位置,动画用法…没有通用的建议,可离开房间去外面观察。有时,这个结果并不令人满意,更好的方法是删除所有的照明,并从头开始。这是经验。
Post-production/后期
The model was then finished as were the texturing, lighting and rendering. It may seem as if everything should have been finished by this point, but the truth is the image was far from completed. It is imperative to remedy any rendering glitches in the post-production phase. Fig.08 is the original picture without any corrections. The need for lighting and interior corrections is fairly obvious, as is the need for coloring adjustments.
模型然后完成后是贴图,灯光和渲染。也许看起来好像一切都完成了,这一点,但事实上图像远未完成。它必须在后期补救任何渲染的缺陷。fig08是没有任何修正的原始照片。需要灯光和环境修正是相当明显的,也需要颜色的调整。

Fig.08
The progress can be seen in Fig.09 – 11. I hope you learnt something new from this Making Of and that it gave you an insight into the creation of my image of the Mercedes-Benz 300 SL.
这个过程可看fig09 - 11。我希望你能从中学到新东西,而且它给你一个洞察我创建这个梅赛德斯-奔驰300 SL的过程的机会。

Fig.09

Fig.10

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