Outline
- Character
- Material (Aistandardsurface)
- Conclusion
Part1 Character
After Yufei finished setting for the first time, I really like the design of this version. But considering that Yu and Kay think the scene model is too cute.
And after seeing Yu’s scene model, I think maybe this character is not suitable for this scene.
Then Yufei made another modification, but I thought the model was too realistic, so I asked him if he could be more cartoon oriented. Later, I gave this version of character design to me, but in fact, I knew that if I didn’t carve in ZBrush, it would be difficult to achieve this level of complexity, especially the folds of clothes. So I’ve made some changes myself, which are more mechanical. Relatively speaking, I can create more easily in Maya.
Final character design. Then he also showed me some role models for reference.
In fact, I have my own set of familiar types for modeling. I’m not good at this kind of style. I prefer the Disney style model, which is not so realistic, and the body of the character, including the face, is simplified, because relatively speaking, there are not so many faces, and it is more cartoon and lovely.
I try to keep the character’s face sharp and thin, but the Disney style is characterized by the eyes, which are larger. I basically use the carving tools in Maya to carve. Relatively speaking, the wiring is not very complicated. When I feel that the number of faces is not enough, I will use the smooth model to increase the number of faces. When the wiring is too compact and there are some uneven or hard edges, I will use the flat tool, and its carving function can basically meet my needs.
In most cases, I will choose to do only half of the model. When the other half of the model is determined that it will not change the model, the axial direction of the model is the most quasi grid center, and then the free transformation can return all the attributes to 0. Then copy the model, and set the scale of X to – 1 to complete the copy of the other half. This method can ensure the symmetry of the model.
I will do the same for models like face and helmet, but I will add a step, that is, merge the left and right models at the row of points in the selection center.
I try my best to keep the model of the character and the props in a relatively low number of faces. On the one hand, it is in line with the feeling of the scene, on the other hand, it enhances a sense of machinery.
Part2 Material
In fact, this character has only material but no texture. For the style of cyberpunk, the effect of self illumination is very important. As for self illumination, I won’t do it, so I went online to find some information to do it. Because of the version update problem of Maya, the method mentioned by many netizens didn’t work very well.
https://www.bilibili.com/video/BV1bo4y127XM
Aistandardsurface (notes)
I chose some material presets with strong texture and strong reflection to make notes.
mental copper chrome glass gold rubber
I have tried several methods:
1. For a Blinn material, increase the incandescence in the attribute, and then increase the glow intensity under the special effects attribute. The effect of luminescence is not obvious, and it is difficult to have the glow effect at the same time
2 Increase the emission of aistandardsurface material
The second method is really better. Need to open the property bar of emission and add the value of self illumination.
blin aistandardsurface
These methods can really make objects look reflective, but they don’t have luminous effect, so I have searched how to make a light bulb or neon effect. Then I learned about mesh light. This light needs to pass through a completed object, not a patch or a line, but a polygon, so I have to separate the surface of the object that needs to emit light and turn it into a new object, and then turn it into a mesh light.
Intensity and exposure can change strength of the light. At the same time, I think adding glow will make the scene more luminous, so I add a little fog volume effect to the ambient light.
Rendering
Part3 Conclusion
In fact, I think I have gained a lot from the progress, because I always wanted to know something about the material of aistandardsurface. I just took this opportunity to try a lot of presets of this material ball. I feel it is very easy to use, especially the metal or rubber material. It can be generated by one click without self adjustment. It really saves time. At the same time, my understanding of self illumination and mesh light also helps me to master the style of cyberpunk. In short, I have gained a lot in how to use lighting materials to create a mechanical and sci-fi atmosphere.