基于ZBrush的写实面片毛发制作流程的改进探索
2021-10-16庄锴



摘要:在三维角色制作过程中,传统的面片毛发摆放方法因其梳理工具效率偏低且不够直观。通过设计优化了写实毛发制作的技术流程,利用贴图烘焙,把不能直接用于影视与游戏模型的FiberMesh毛发转化为写实毛发贴图、放弃复杂面片摆放效率偏低的3dsMax,转而拓展使用ZBrush的曲线弯折变形器,更加直观灵活梳理出复杂的发型,最终,提升了写实角色模型毛发制作效率。为游戏角色模型、影视动画模型毛发的设计提供了新思路。
关键词:面片毛发;FiberMesh;曲线弯折;写实毛发
中图分类号:TP317 文献标识码:A 文章编号:2096-4706(2021)07-0054-06
The Improvement Exploration of Realistic Patch Hair Making Process Based on ZBrush
ZHUANG Kai
(Guangdong Literary & Art Vocational College,Guangzhou 511400,China)
Abstract:In the process of 3D character making,the traditional patch hair placement method is inefficient and not intuitive because of its combing tool. Through the design,the technical process of realistic hair production is optimized. By using map baking,the FiberMesh hair that cant be directly used in film and television and game models is transformed into realistic hair mapping,and the 3dsMax with low efficiency of complex patch placement is abandoned. Instead,the curve bending deformer of ZBrush is expanded to comb out complex hairstyles more intuitively and flexibly. Finally,it improves the hair production efficiency of realistic character model. It provides a new idea for the hair design of game character model and movie animation model.
Keywords:patch hair;FiberMesh;curve bending;realistic hair
收稿日期:2021-03-24
課题项目:2018年度广东省普通高校优秀青年创新人才培养计划资助项目(2018GWQNCX070)
0 引 言
三维角色模型的应用场景非常广泛,涉及动态视觉的方方面面。动画电影、游戏、包括近一两年内崛起的虚拟现实教学等都大量的使用了三维角色。在硬件性能指数级提升与CG技术高速发展的今天,CG可以在影视、游戏、动画等领域模拟出复杂的材质效果、宏大场景、光影变幻、夸张动作、动力学运算等效果。其中,毛发和流体可以并称为CG制作中两个顶级难题[1]。
目前主流的写实毛发制作方法大致可以归纳为两种类型。第一种毛发系统,通过在毛发生长区域的皮肤模型上创建引导线,并合理调整引导线,生成毛发。再设置毛发的碰撞、约束属性等,最后进行动力学解算与渲染,从而让巨量的毛发实现复杂、细腻变化的方法,常用于影视模型中。优点是效果真实细腻,缺点是渲染耗费时间非常长,实时显示效果差。……
