Maya Tutorials: Production Process of 3D Artwork Batman(1)

Maya Tutorial Production Process of 3D Artwork Batman-1

CG character artist Nealxia shared his "Batman" project and explained in detail the production process of models, UVs, textures, renderings, etc.. Your TPN render farm and cloud rendering services provider, Fox Renderfarm hopes these experiences can be helpful to you.

Introduction

Batman is a superhero under DC Comics, and in my heart, he has always been a shining image representative who grew up with me. The first time I knew Batman was the Batman game. I was immediately attracted by his mysterious, cold, dark temperament. I still like this role very much now, and I always look forward to the opportunity to do memorable work for my idol. Finally, I finished this work in my spare time last year, I hope you like it.

References

Before I started, I collected a lot of material about Batman. The styles of the picture materials are both realistic and cartoon. In the end, I decided to use Nolan’s film "Batman: The Dark Knight" as the model since I really like this movie.

Maya Tutorial Production Process of 3D Artwork Batman-2

Modelling:

After determining the appearance of Batman, we must determine a basic model. I found one from previous projects as a basic model. If it’s too time-consuming to make from scratch, the best way is to use the resources at hand to apply what is suitable, and do it yourself if it’s not a proper one. Displacement pump or normal can be used in the production process to show the details of the model.

The process of making Batman armor is done in Maya. After determining the approximate shape, the armor is added to the character model. Building these hard armor models in Maya is quite quick and convenient: first, create a plane, and then continue to extrude the edges of the plane model with the Extract Edge command, and continue to cut until you achieve the effect you want.

Maya Tutorial Production Process of 3D Artwork Batman-4

Maya Tutorial Production Process of 3D Artwork Batman-3

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Animated Short Film "Survival" Scene Production Analysis
Animated Short Film "Survival" Scene Production Analysis
This time, our render farm brings you an analysis of the animated short film "Survival" scene production. As the leading cloud render farm in the CG industry, Fox Renderfarm has always been committed to providing artists with affordable, reliable and secure cloud rendering services. It also encourages outstanding artists to make good works and promote the production of their works, and let more people know them and their excellent works.This article brings about the production and analysis of the animated short film "Servival" produced by CG artists Li Yicong, Sun Ningning, Xing Luyue, Shi Tao and Li Yongcong. The software used is Maya, Arnold, AE, Nuke and so on. 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However, the animated character and mechanical design are not exactly the same. Consider the functions of action binding, emotional expression, and plot. Figure 1 is a partial reference of the character. The mapping is mainly used for Ddo and Mari. Role model!Animated Short Film Survival Scene Production Analysis - 3 Light rendering Scene one!Animated Short Film Survival Scene Production Analysis - 4One of the scenes is the home of the robot, which lives in an abandoned train station. This lens acts as an empty mirror to ease the rhythm and explain the living environment.The robot looked for a day's battery, and the harvest was not much. Because it was far away, it almost lost a life on the way home. The lighting is set in the evening, except that it feels very dull, and it also implies that the small robot has lived in this city for a long time. On the other hand, the evening light effect, the light ratio is strong, the angle between the light, the camera and the object is relatively small, and the surface of the object will produce a beautiful Fresnel reflection. The figure below shows the material properties of the railway.!Animated Short Film Survival Scene Production Analysis - 5Here you can use three or more textures to represent an object, color map, reflection map, and normal map or bump map. If it is close-up, you need to add a roughness map to make the object produce more rich changes.Backlighting also works well for translucent objects, such as the dirty old glass on the bridge, the grass on the ground, and the semi-transparent effect of all the plant leaves on the vine. In addition, the grass adjusts the wind output in SpeedTree and then imports it into Maya for material adjustment. Special plants need to be created in SpeedTree. 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Here you can see that this picture is not completely retrograde, the light source is to the left. At the time, when lighting in the scene, I hope that one side of the locomotive can produce a bright surface, and the lower left corner is too bright, so that the light of the whole scene is too average.!Animated Short Film Survival Scene Production Analysis - 8Adjust the lights and start making material adjustments and renderings. If you find that many places need to be adjusted after rendering, you can reduce the sampling of all aspects, in order to save rendering time, after many adjustments to the screen you want, if you want the work more realistic and reduce the rendering time, you can use a Maya render farm.In Arnold, it is generally necessary to separate several layers,!Animated Short Film Survival Scene Production Analysis - 9 Scene 2!Animated Short Film Survival Scene Production Analysis - 10In the home of the small robot, this is a parting scene, where the warm shades of light are used to make a warm and sad feeling, so use the Maya spotlight to simulate the sun's rays, let it produces a light fog to simulate the atmosphere, which can increase the drama and authenticity of the scene. Scene 3!Animated Short Film Survival Scene Production Analysis - 11 Post-production and composite editingThe short film uses Arnold to render a multi-channel synthesis scheme with a total of 13 layers, which is finally synthesized in Nuke and AE.!Animated Short Film Survival Scene Production Analysis - 12 !Animated Short Film Survival Scene Production Analysis - 13
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Fox Renderfarm, as the best Maya render farm and cloud rendering services provider, in the CG industry, the tutorial we shared for you this time is from the 3D artist Thepoly, on how to use 3ds Max and Maya and other software to make a semi-realistic 3D game scene interior production process.- 3ds Max Tutorials: Semi-realistic 3D Game Scene Interior Production Sharing (1)")Taking the wooden table as an example below, first of all, we must determine the material to be sculpted and then look for the reference picture corresponding to it. Because the wood in the scene is too old, you need to find some pictures of old wood when looking for reference pictures, for example,!3ds Max Tutorials Semi-realistic 3D Game Scene Interior Production SharingThe carving process needs to be combined with actual life, so as to achieve a more realistic effect. In this scene, the wooden table is a bit decayed, so the edge of the table will not be made into a hard and sharp right-angle structure, so you can use a brush to make the right-angle part of the edge more smooth when carving. Reflect the texture to be expressed. Coupled with appropriate deformation, it can more vividly increase the visual impact (the modified place is slightly adjusted with the Move brush).!3ds-Max-Tutorials-Semi-realistic-3D-Game-Scene-Interior-Production-SharingThe wood in the scene has to make a sense of oldness, so cracks are a good way to show that the objects are worn out, and reference pictures are also needed at this time. For example, the cracks on the window plate can be carved according to the cracks in the reference picture. This can reflect the material better, more realistically, and faster.!3ds-Max-Tutorials-Semi-realistic-3D-Game-Scene-Interior-Production-SharingThe final high poly showed as below:!3ds Max Tutorials Semi-realistic 3D Game Scene Interior Production Sharing Low polygon model and bakingThe final low-poly model uses ZBrush to complete the reduction and then imports into Maya to make the final low-poly model. This can get the low polygon model faster, but the wiring will be less neat. Note that near 90-degree angles, it is necessary to distinguish between smooth groups and split UVs.!3ds Max Tutorials Semi-realistic 3D Game Scene Interior Production Sharing!3ds Max Tutorials Semi-realistic 3D Game Scene Interior Production SharingThe final baking used Marmoset Toolbag 3. Material productionAfter baking all normals and IDs, import Substance Painter to make materials. It is worth noting that the normals baked in Marmoset Toolbag 3 and Maya use OpenGL mode in Substance Painter, and the normals baked in 3ds Max use DirectX mode. After successful import, the remaining textures are baked in the texture set-baking model texture. Wall material basic processFirst, we make the intrinsic color of the material. The intrinsic color layer can add filters to increase details.!3ds Max Tutorials Semi-realistic 3D Game Scene Interior Production SharingTo add dark colors, use the Dirt generator. Add a drawing layer to repair some unsatisfactory areas. Add bright colors and color changes to create a rough effect of wall corruption. Here mainly relies on hand-drawn layers to modify. Continue to add color changes and roughness changes. Try to get as close to the real effect as possible.Finally, you can add an adjustment layer to increase the brightness. The material made in Substance Painter should be led to Marmoset Toolbag 3, which will be a little lower than the brightness seen in Substance Painter. The wall material is finished.!3ds Max Tutorials Semi-realistic 3D Game Scene Interior Production SharingThe furniture in the scene is gray and dark because of the old feeling. The damage and abrasion are to reflect the original color of the wood, so the saturation of the color will be higher than the color of the surface.!3ds Max Tutorials Semi-realistic 3D Game Scene Interior Production Sharing 3. RenderingBefore finally importing into Marmoset Toolbag 3, the lights must be set before rendering. Establishes the main light, and the auxiliary light supplements the light source to maintain the brightness of the picture. And to turn on high DPI and oversampling, turn on GI global illumination and AO environment occlusion.The final effect showed as below:!3ds Max Tutorials Semi-realistic 3D Game Scene Interior Production SharingFox Renderfarm hopes this learning and sharing can help you. If you want to know more about 3D art, rendering and events, you can follow us. As the industry's leading cloud rendering services provider and 3ds Max render farm, Fox Renderfarm have continued to bring the latest and most up-to-date news of the 3D industry. Thanks for reading!
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