本教学为翻译教学,转载请注明来自aboutcg.net,以及注明翻译者
原教学出自CGArena网站,原始链接如下:
http://www.cgarena.com/freestuff/tut…ari/index.html
作者: Jomar Machado
个人网站: www.jomarmachado.com
翻译:CWWS (aboutcg.net)
Project Shell – Ferrariby
壳牌-法拉利 项目
The Art Director of JWThompson wanted to tell the story of the Shell-Ferrari’s 60 years of partnership showing the cars that were important both to Ferrari and Shell in this period.
JWThompson的艺术指导希望阐述一个壳牌-法拉利60年伙伴关系的故事来展示在这个时期中,车对于法拉利和壳牌来说,都显得至关重要。
The cars were the 125S (1947) who was the first Ferrari to win a race, the F500 (1951) who won 6 of the 7 races in that year, the Shark Nose (1961) with its innovative design and won the World Championship and the 312 B3 (1974) who later was fired for marketing decisions.
第一次赢得比赛的法拉利是1255型号(在1947年),而F500(在1951年)赢得了7场比赛的6场,而在(1961年),Shark Nose(鲨鱼鼻)带着它的革新化的设计赢得了世界冠军,随后,312 B3款法拉利在(1974年)最终备受市场推崇。
It would be impossible to do this job by taking photographs (time and costs) and so he asked me if I could make the 4 cars choosen to be shown in the advertising campaingn in 3D renderings. I accepted the work and began to look for references in the internet as soon as we finished our telephone call. I collected almost 300 hundred pictures of all kinds about the cars and their innards. In the end of the process the models were submited to the judgment of some Ferrari specialists in England and Italy and they gave their approval. Thanks God!
做这个活如果要实物拍照的话,是不可能的(时间和预算都不允许),因此他问我是否可以通过三维渲染来把选中的4辆车做出来,并在一个广告战役中展示。我接受了工作,等我们的工作电话一结束,就开始在互联网寻找参考资料,我搜集了关于车的外形和内部的形形色色总共300张图片,到项目最后,当我把模型提交给一些评委,这些在英国和意大利的法拉利顾问认可了我的模型,真是感谢上帝!
Now that the job has finished I have decided to make a new Studio Shot for myself.
现在这个工作结束了,我决定为我自己做一个新的工作室作品渲染图片。
The Modeling Stage:
模型阶段:
I used the plane modeling method and shaped the whole body first. Then I divided it into parts and started the detailing process which took 2 weeks for each car.
我使用了平面参考图的建模方式,首先建立了整个车身的形状,然后我把它分成不同部分,开始添加细节,每辆车都花了2个礼拜左右的时间。
The Lighting Stage
灯光阶段
For the whole job I used 3D max 9.0 sp2. Now for my new Studio Shot I rendered the scene in 3D Max 2008. I used area lights, light planes and Arch material shaders. HDRI and Final Gather. Which was such an improvement!
对于整个项目我使用3D max 9.0 sp2,而对于我自己的新的作品渲染图,我使用3D Max 2008来渲染场景,我使用了区域光,灯光反射板和Arch material shaders(Mental Ray的建筑材质Shader),以及HDRI和Final Gather.功能,这是多么大的一个改进啊。
The Ferrari Shark Nose is shown in the – CG Cars Choice Gallery – with 5*****
http://www.cg-cars.com/forum/gallery/showimage.php?i=1973&c=2
其中的法拉利鲨鱼鼻型号赛车曾登上CG汽车画廊,并得到了五颗星的评价,以下是链接:
http://www.cg-cars.com/forum/gallery/showimage.php?i=1973&c=2
My hardware is:
我的硬件设备是;
ASUS P5B Deluxe
Intel Core2 Quad 6600- over 3.01GHz
2 serial Ata 320MB
4GB
xFx 8600 GT – 256MB ddr3 –
1 Samsung SyncMaster 226bw 22″
1 Samsung SyncMaster 172b 17″
Marketing Photos
市场活动的照片
About the Artist – After working for 6 years for MacCann Erickson I went to work for Thompson and spent 17 years in their office at Rio de Janeiro. While working there I focused on story-boards, layouts and art that went to print. During this time I used traditional art materials, pencils, brushes and air-brushes but at home I was already using computers such as a Comodore Amiga and custom built PCs to do my personal freelance work. When Thompson turned it’s traditional Studio into the Computer Arts Department in 1994 I was one of the people who joined the change from brushes to mouse. In 2003 I went to work at STUDIOH where I stayed until 2005. Now I’m working as a freelancer in my home office.
关于艺术家本人 – 在为MacCann Erickson公司工作了6年之后,我转投Thompson公司,并在他们位于Rio de Janeiro的工作室里面度过了17个年头,在那里我专注于故事板绘制,排版设计和最终需要打印的艺术品,在这个期间,我使用传统的艺术材料,铅笔,笔刷和喷枪,不过在家里的生活ihou,我已经开始摆弄类似于Comodore Amiga这样的计算机,并自己装备PS来做我的个人自由职业项目,当1994年Thompson工具决定从传统制作的公司转向数码艺术的时候,我加入了那些将手里的笔刷改变为鼠标的人之中,成为他们的一员,在2003年我来到STUDIOH工作,直至2005年,现在我在自己家的办公室作为自由职业者接活。
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