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Workflow_ Forerunner Env desgin

Env concept arts For Halo2 Anniversary. created for a outsourced project in 2014.
光环2纪念版 场景概念设计,2014年的项目.

Say a little about the workflow:
The block model provided by client,
I was required to desgin more details for the Forerunner buildings & assets

简述一下下制作流程:
这任务内容是,基于客户给的基础模型,
为“先行者”建筑和组件设计更多的细节.

Say a little about the workflow:
The block model provided by client,
I was required to desgin more details for the Forerunner buildings & assets

简述一下下制作流程:
这任务内容是,基于客户给的基础模型,
为“先行者”建筑和组件设计更多的细节.

①prepare the block model.
②render it,with a simple custom shader 
③sketch out the details desgin upon the renders ,thats all. the following was about the shader.                                     ①准备模型
②用自制的着色器渲染之
③在渲染图的基础上,画出细节设计,说完了。下面是关于这个shader的

①prepare the block model.
②render it,with a simple custom shader
③sketch out the details desgin upon the renders ,thats all. the following was about the shader. ①准备模型
②用自制的着色器渲染之
③在渲染图的基础上,画出细节设计,说完了。下面是关于这个shader的

Early version 1-----The client consider its suck ,because of, complex & gaudy materials may disturb the expression of desgin, and also take more time for rendering
早期版本1------(甲方觉得这是)失败的例子,花哨的着色会妨碍设计本身的表达,渲染也更耗时。

Early version 1-----The client consider its suck ,because of, complex & gaudy materials may disturb the expression of desgin, and also take more time for rendering
早期版本1------(甲方觉得这是)失败的例子,花哨的着色会妨碍设计本身的表达,渲染也更耗时。

so I created an X-Toon shader,Instead of this Metal material.
also you can download the .blend file  for learing  such shadering(in Blender), there,http://blendernpr.org/downloads/ 所以我做了个X-toon着色器,替代了图中的金属材质。BlenderNPR网站有X-toon着色的实例文件以供学习。

so I created an X-Toon shader,Instead of this Metal material.
also you can download the .blend file for learing such shadering(in Blender), there,http://blendernpr.org/downloads/ 所以我做了个X-toon着色器,替代了图中的金属材质。BlenderNPR网站有X-toon着色的实例文件以供学习。

Early version example 2 ,then many details deleted 早期版本例2,之后减少了一些细节

Early version example 2 ,then many details deleted 早期版本例2,之后减少了一些细节