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C4D酒店制作教程

  • 2016-01-28 20:07:09
  • 作者/來源:秩名/no1cg
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這個教程最關鍵在于后期。三維方面不管是C4D 還是MAYA 或者MAX都是很容易達到的 思路還是最重要的 希望小伙伴們看完有一定的了解領悟先來看看PS后期制作過視頻程解析吧Conc

這個教程最關鍵在于后期。三維方面不管是C4D 還是MAYA 或者MAX都是很容易達到的 思路還是最重要的 希望小伙伴們看完有一定的了解領悟






先來看看PS后期制作過視頻程解析吧




Concept  References(概念與參考資料)

  一個項目開始,主要是先收集參考圖片和素材。




  我將花一些篇幅解釋一下渲染的過程。


3D Modeling(c4d建立模型)


  大多數的模型是我的設計團隊完成的。街道、人行道、內部和外觀上的一些調整是我唯一不得不做的。

  

  模型并沒什么特別的。所有建模在C4D完成。這里你看到的視窗模式。



材質,紋理和材料


(沒什么特別的,只給了反射貼圖,作者的材質貼圖是在CG Textures下載)


  瀝青材質

  

  我唯一想要呈現的圖像本身,是反映建筑及其所有的路和燈光盡量自然。所以,我不得不做出一個潮濕的道路。這樣做在3DMAX里要容易得多。

  

  很多貼圖效果是定制筆刷刷出來的。基本map是反射貼圖。






Lighting(燈光)Street Lights

  最重要的是,照明!

  總的來說,我更喜歡有一個隨機/混亂放置光源,這樣更真實。






The Sky(天空)


  主光源和我使用HDRI天空。光強度之間的完美平衡,天空色彩平衡

  通常情況下,我也嘗試降低一點的整體飽和度的天空。這樣我也可以緩和夜空對我的口味。




RENDERING(渲染輸出設置)

Corona is quite easy on settings. I just keep the default settings.

The only thing I had to control was overall exposures and the highlight compression. But this is a project related issue, so it fits the needs of each project differently.



POST PROCESS(后期處理)Basic Value / Color Scheme

It all comes to this now. Most important is values and then colors. I always use a reference to compare my values and extract my colors from.

Sometimes it can be only one image as reference, other times it can be 2-3 images (like in this project). Using a black & white adjustment layer, I can check where my contrast is all the time.

So… I build a base for my contrast, using a reference and sometimes an early sketch. This way I know that my values will be exactly where I want them to be.



Color can come second inside the post process. If the values are solid, color can be controlled. Again, based on references, I can keep an eye on my colors, so that I don’t lose the sense I want to have in the end.

Constructing a basic color scheme is always important. Again, references are really important. So gather as much as possible!




PSD File Layout

Now, this is my personal way of organising a PSD file. I managed to work for a long time like this so now I cannot really change it much. It is helpful, well organised and it can help you out in really big files.





The Process

The image was rendered at 5K resolution, along with channels I always use (Mat ID, Alpha, Reflection, Diffuse etc.). Here is the Raw render and all the channels I used for this one.

Below I’m attaching the Raw Render and a couple of channels I use almost 100% of the times.





Correcting Render Elements

Starting from the render, I had to bring the facade and the street on the level I wanted it.

Checking contrast and values is just one basic first step. I had to make the brick facade more reflective due to demand and also bring it to a more whitish color.

Also, as in the reference image, the street had to be fixed too… Just a bit to match my reference image.





Constructing 2D/3D Elements –

So, Starting from the most important…

The Sky

Skies are the first thing I try to solve. A solid ground/sky pairing is essential to every project.


In this case, a slight moody bright sky, not to vibrant or blue, was the key.





The Hotel 114 is a new design, so I had to place it in the real environment as it is now. Here you can see the site as it is now.




Also, I had to break the 2d buildings information in three levels, cause it seemed a lot easier to bring scale and correct positioning. I used a variety of photos the Architect’s team provided me with, to benefit as much as possible from resolution and avoid blurry or low-res images.



Finally, 2D-people

Finding and placing people is the most time-consuming thing for me. But, they help create the scenario and bring dynamic feel, along with contrast and color to the scene.

Essential to the image, making it great if done right… or ruin it otherwise!

Reflections on the wet road were done by flattening all people in the end, stamping them with a rotated stamp brush and smudging a bit to give noise from the water waves and the asphalt noisy surface.





Light Enhancements

After all the 2D Montages, the light enhancement always brings the final image a lot closer to being realistic. Usually, working with a combination of layers on screen mode, I add ambience on my existing light sources.

You dont have to exaggerate. Usually i keep my brush opacity to 20% max and keep my colors not too vibrant. If you keep light brushes…the light in the end will be a lot more natural. So avoid doing this step in 5-10 minutes!

In this case, I added a bit more red ambiance on the street lights, along with some more yellow / orange light in the interior spaces.

I also brought a bit of blue towards the top of the building, simulating the sky reflection on the glossy bricks.




結束,希望觀看后的小伙伴們能夠有收獲....


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