一篇老外的舊金屬材質(zhì)教程
這是一篇作舊金屬的教程,由于比較簡(jiǎn)單而且圖片比較豐富,這里就不作翻譯了,相信大家都能看的懂。
效果圖:
01這是宇宙空間站中的一個(gè)場(chǎng)景,整個(gè)場(chǎng)景都是使用Nurbs建模。
02貼圖
03按下圖方式創(chuàng)建一“2D placement node”模式貼圖。我們使用如上材質(zhì)設(shè)置color和bump。
04得到如下效果:
05設(shè)置材質(zhì)屬性
06Next I map the "Specular Color". We make a duplicate of the file texture "With Connections to Network". This way I only need one texture placement node. Then I connect the duplicate with the Specular Color of the shader.
07Now the highlight looks a little more interesting.
Next I will try some variations on the Specular color by connecting a Ramp to the "Color Remap" of the "Specular Color" file.
08In the file of the "Specular Color" under Effects click the "Insert" button next to "Color Remap".
09This is my final network for the tube shader, all that’s left is editing the "Ramp" to get the disired look.
With the help of the IPR it’s easy to check out different settings. Now open the "Remap Ramp" and experiment. Below are some Testrenders with their appropriate "Ramps".
10通過調(diào)整ramp以后所得到的不同效果
11繼續(xù)調(diào)整ramp
OK,到這里就結(jié)束了,方法很簡(jiǎn)單但是效果很好。
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