آشنایی و معرفی نرم افزار ZBrush
کیفیت سطح اشیاء 3D خود را در ZBrush تا حد زیادی تحت تأثیر قرار می دهد مواد مورد استفاده به شی مواد در اینجا در مواد یافت می شود کتابخانه و این دو نوع اصلی مواد وجود دارد. استاندارد وجود دارد مواد در بخش پایین و مواد MatCap ویژه در اینجا در بالا. من قصد دارم یک جسم را روی بوم بگذارم. من قصد دارم بارگذاری کنم greenMan_v01، آن را بر روی بوم بکشید، T برای تغییر حالت ویرایش، و I را فشار دهید فقط فشرده شده اند تا مدل را تمرکز کنند. به طور پیش فرض اشیاء سهبعدی در ZBrush، مواد موادی سرخ به آنها اعمال شده است. شناسه می خواهم به بحث در مورد این مواد استاندارد در اینجا اشاره کنم پایین بنابراین، من قصد دارم به FastShader تغییر دهم. و اگر می خواهم شروع کنم ویرایش مواد که می توانید انجام دهید پالت ماده را باز کنید و من هستم در حقیقت روی سوئیچ کلیک کنید تا آن را در سینی قرار دهید. فقط حذف ابزار؛ ما هم اکنون نیازی به آن نداریم. کنترل برای این مواد هستند یافت شده در زیر اصلاح کنندگان. FastMaterial فقط دارای دو کنترل پایه بسیار ساده است، محیط و دیافوس. این ماده بسیار خوب است، زمانی که شما فقط در مجسمه سازی و شما کار می کنید در حال شکل دادن به این مجسمه است، شاید فقط چیزی را بخواهید ساده اعمال می شود، هیچ برجسته برجسته به طوری که تبدیل نمی شود وجود دارد منحرف کردن یکی دیگر از مواد ساده FlatColor است. من این را به عنوان پیدا کردم در حقیقت یک کار بسیار خوب برای کار بر روی اشکال اولیه مجسمه سازی است. من معمولا FlatColor را روشن می کنید، به نمایه تغییر دهید. من می توانم به حرکت برگردم قلم مو و در حال حاضر اگر می خواهم شروع به تجربه با شخصیت از مجسمه سازی، من فقط می توانم روی صحنه تمرکز کنم و شما می توانید آن را ببینید بلافاصله شروع به تغییراتی در شخصیت، شبح یا ژست جسم می کند. بسیاری از مجسمه سازان سنتی وقتی که در استودیو کار می کنند، خواهند بود در واقع این کار را انجام می دهد. آنها یک نور را در پشت مجسمه سازی قرار داده یا قرار می دهند مجسمه سازی کنار یک پنجره روشن، و سپس آنها می توانند فقط بر روی تمرکز شبح و غیره، هیچ چیز دیگری، هیچ یک از جزئیات دیگر پریشان و واقعا ایجاد بسیاری از شخصیت های مختلف در راه است. اگر من برگشتم مواد اصلی ما که ما می بینیم ماهیت مجسمه سازی ما تغییر کرده است
00:02:27 quite a bit. I switched to the Basic Material and take a look at the Modifiers.
00:02:32 Now I have a lot more controls.
00:02:34 This is the one that's found right here. We have our Ambient and Diffuse, but
00:02:39 now we have a whole bunch of sliders. If you want to know what a slider does,
00:02:44 you can hold the Ctrl key and hover over that slider and you will get a brief
00:02:49 description of how it works. I'm going to show you how a couple of these work.
00:02:53 Specular is the reflected highlights on the surface of an object, so right
00:02:57 here. Specularity is actually a reflection of the light source. So I can
00:03:02 increase the intensity of it or reduce it, and I can also use the
00:03:07 SpecularCurve, this is the edit curve that controls the specularity. Now, I'm
00:03:12 adding points to the curve and moving them around just to see how it changes
00:03:16 the nature of the surface.
00:03:18 If I start to reverse the curve I can get some really interesting satin like
00:03:22 effects. I'm going to make that nice and smooth one to get some really
00:03:29 interesting things going here. I can even add a little bit of Noise to this
00:03:34 specularity. Here I go and get that kind of effect, kind of interesting. I'm
00:03:39 going to reset this curve, bring it back. Now when I start to edit materials,
00:03:45 if I look in the Material Library the materials that I have edited are stored
00:03:50 up here during the ZBrush session in the User Material.
00:03:53 If I come up with something that I really like and I want to use in other
00:03:56 ZBrush sessions, I can save it. So you want this material to show up in the
00:04:01 Material palette every time you open ZBrush, you can do this by saving the
00:04:07 material to the Program Files/Pixologic/ Zbrush3/Zstartup/Materials folder.
00:04:20 If I call this myBasicMaterial and save it, the next time I start up ZBrush I
00:04:30 will see it there loaded and then I continue to use it. This is a great way to
00:04:34 share materials with other ZBrush users as well because you can post these
00:04:38 online or email them to your friends and experiment with different materials.
00:04:43 Some of the qualities of the material show up better when you have Best Render
00:04:48 chosen. So I'm going to go to the Render palette and choose Best. Now we start
00:04:55 to see a little bit more smoothness in the material and a little bit more
00:04:59 detail. If I change the color of the surface in the Color palette, that's also
00:05:04 going to show up as well. Now we have a combination of both the material and
00:05:08 the color and they can work together. If I increase the Metalicity this
00:05:13 actually adds a little bit of that red color that's applied to the model, to
00:05:17 the specular highlights, making the object look a little bit more metallic.
00:05:21 I can also increase a Noise which adds variation to the material and the color.
00:05:30 It's a little bit subtle there so I think I need to increase it some more. Here
00:05:34 we go. That's much less subtle and I can increase the Noise Radius too. If I
00:05:40 wanted to stop rendering, I can hit the Escape button, it will stop the
00:05:44 rendering for the moment while I'm working on this. When I decrease the Noise
00:05:47 slider, it will go back to Best Rendering Quality. So a lot of times, when I'm
00:05:51 working on the material I switch to Best Render Quality and it sort of back and
00:05:55 forths between hitting the Escape key and changing the slider. I think that
00:06:00 works pretty well. I'm going to increase the Radius, hit Escape, maybe change
00:06:07 the Noise Curve and change the Color bump which has a little bit of bump based
00:06:14 on the variation and the noise, let me hit Escape and increase that even more,
00:06:19 make it more obvious. There we go. That's pretty obvious.
00:06:22 So you can experiment with using some of these other sliders and remember to
00:06:26 hold the Ctrl key to see what each slider does, give a nice description there.
00:06:30 Let's switch back to Preview Render mode. Take a look at some of the other
00:06:38 Shaders; I'm going to save this one, myBasicMaterial. If I choose some of these
00:06:48 other materials, now these have the same sliders as the Basic material, but
00:06:53 it's already set to different settings in there to create this kind of quality.
00:06:57 But that's not true with all of the shaders, some of them have different
00:07:02 settings altogether. Let's see if we can find a good one here, here we go
00:07:16 looking at the DoubleReflected Material. This has its own special sliders right
00:07:21 here including a Texture Map which is applied to part of the Reflectivity.
00:07:25 The other thing that this material has are these different channels. I have S1,
00:07:30 S2 and S3. What this means is this material is actually a combination of
00:07:36 several materials. So when I click on S3, I see the same sliders that we found
00:07:41 in the BasicMaterial. When I click on S2, I see this Reflected Map and these
00:07:46 Settings as well as Reflectivity Curve. Now when I click on S1, I see a
00:07:51 different Texture Map and slightly different Settings. What's going on here?
00:07:56 Well this S refers to shaders, so a material is actually at least one or more
00:08:01 shaders that have been combined.
00:08:04 So we have these different shaders here. The more shaders that we have in here
00:08:07 the more options we have. So this one has an awful lot of controls. Every
00:08:12 single change I make will be reflected and updated in the material itself. So
00:08:17 that means I have almost a bewildering array of options for this particular
00:08:24 material. Now different materials have different numbers of shaders, for
00:08:32 instance this NoisyMetal has only one shader. Some of the double shaders here
00:08:38 that have two shaders applied. This is a very simple one and both shaders
00:08:42 actually have the same settings. The reason is well not only can you change
00:08:47 these settings and have different settings in shader 2 and see how that affects
00:08:53 your shader, but you copy settings from one part of the material to another
00:08:57 part of the material. So for instance let's turn the Ambient all the way down
00:09:02 and Diffuse all the way up. I have these settings right here, I can copy this
00:09:06 shader, select this shader and paste it and then it will replace this Shader
00:09:11 with the same settings.
00:09:13 So once again, I have the same settings for both shaders, but I can also copy
00:09:17 the shader, choose a completely different material and paste that shader in
00:09:22 there and replace all those settings. So you can paste shaders from one
00:09:26 material to another. The only thing I can't do is I can't add shaders to this
00:09:31 one. This material always has one shader. If I want to make combinations of
00:09:36 shaders in my own custom shader, I can choose something like the TriShaders.
00:09:41 This one has 3 shaders with all the same settings but I can paste from one
00:09:46 material in here, paste another one in here, and just start creating material
00:09:51 out of combinations of shaders.
00:09:53 The other thing I can do is I can copy the entire material that's all the
00:09:57 shaders and its settings, choose a completely different one and then paste the
00:10:02 material over that. So you can swap different settings from one shader to the
00:10:06 next, and save the ones that you like under their own name. You really have an
00:10:10 infinite levels of adjustments that you can make to a material, yet another
area of ZBrush it's easy to get lost in.