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[Æ©Å丮¾ó]³ë¸»¸ÊÀÇ À̷аú È°¿ë   2005-10-05
³ë¸»¸ÊÀÇ ±âº»ÀûÀÎ ¾ÆÀ̵ð¾î¸¦ ÀÌ¿ëÇÏ¿© Maya¿¡¼­ ÀÀ¿ëÇÏ´Â ¹æ¹ý.
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¡Ø º»³»¿ëÀº ÇØ¿Ü Å×Å©´ÏÄõð·ºÅÍÀÎ Zhang Jian¾¾¿Í 3D¾ÆƼ½ºÆ®ÀÎ Julian Johnson-Mortimer¾¾ÀÇ ÄÄÇ»Åͱ׷¡ÇÈ Ä¿¹Â´ÏƼ»çÀÌÆ®ÀÎ imagine Cube(http://www.imaginecube.com)¿¡¼­ ´Ù·ç¾îÁø 'Normal Mapping:Theory and Practice'ÀÇ ¹ø¿ª³»¿ëÀÓÀ» ¹àÈü´Ï´Ù.

ÀÌ Æ©Å丮¾óÀº ³ë¸»¸ÊÀÇ ±âº»ÀûÀÎ ¾ÆÀ̵ð¾î¸¦ ÀÌ¿ëÇÏ¿© Maya¿¡¼­ ÀÀ¿ëÇÏ´Â ¹æ¹ýÀ» ¾Ë·Áµå¸®±â À§ÇØ Á¦À۵Ǿú½À´Ï´Ù.

³ë¸»¸ÊÇÎÀº ¸ðµ¨ÀÇ ÇöÁ¸ÇÏ´Â ³ë¸»µéÀ» ´ëüÇÏ´Â ±â¼úÀÔ´Ï´Ù. À̱â¼úÀ» ÀÀ¿ëÇÏ¿© Æú¸®°ï¼ö¸¦ Àû°ÔÇϸ鼭µµ ÈÙ¾À °³¼±µÈ ÇÏÀÌÄ÷¸®Æ¼ÀÇ ±×·¡ÇÈÀ» ¿¬ÃâÇÒ ¼ö ÀÖ½À´Ï´Ù.

±×¸² 1. ³ë¸»(±×¸²¿¡¼­ ³ì»öºÎºÐ)Àº Ç¥¸é¿¡¼­ ¼öÁ÷À¸·Î ¼¼¿öÁø º¤ÅÍÀÌ°í ±×°ÍÀ» ÅëÇؼ­ Ç¥¸éÀÇ ±âº»À§Ä¡¸¦ ³ªÅ¸³À´Ï´Ù. °¢°¢ÀÇ vertexÀÇ facet³ë¸»À» ÀÕ´Â Æò±ÕÁ¡À» ±âÁØÀ¸·Î vertex³ë¸»À» °è»êÇÕ´Ï´Ù.

±×¸² 2. 2,807°³ÀÇ ·Î¿ìÆú¸®°ï ¸ðµ¨ÀÔ´Ï´Ù. Maya¿¡¼­ ¸ðµ¨¸µµÇ°í UV¸Ê󸮰¡ µÇ¾îÀÖ½À´Ï´Ù. Á÷¼±ÀÇ Æ²¾È¿¡ °¢°¢ÀÇ vertex³ë¸»ÀÌ triangleµéÀ» ºÎµå·´°Ô º¸ÀÌ°Ô ÇÕ´Ï´Ù.

±×¸² 3. ´õ¸¹Àº µðÅ×ÀÏÀ» À§ÇÏ¿© ´õ¸¹Àº Æú¸®°ïÀ» ÇÊ¿ä·ÎÇÏ°Ô µË´Ï´Ù.

±×¸² 4. 723,584°³ÀÇ triangleµé·Î ÀÌ·ç¾îÁø ÇÏÀÌÆú¸®°ï ¸ðµ¨ÀÔ´Ï´Ù. ZBrush¸¦ ÅëÇÏ¿© µðÅ×ÀÏÀ» ¸¸µé¾î expertÇÑ °ÍÀÔ´Ï´Ù.

±×¸² 5. ·Î¿ìÆú¸®°ï ¸ðµ¨¿¡¼­ ³ë¸»µð·º¼ÇÀ» µû¶ó ºûÀÌ Ä³½ºÆõ˴ϴÙ. ³ë¸»Àº ÇÏÀÌÆú¸®°ï¿¡¼­ º¸¿©Áø ºûÀÇ Ã³¸®¸¦ ±×´ë·Î °¡Á®¿Ã ¼ö ÀÖ½À´Ï´Ù. ÇÏÀÌÆú¸®°ï ¸ðµ¨ÀÇ Æ®¶óÀ̾ޱ۵éÀÇ Octreeµ¥ÀÌŸ±¸Á¶¸¦ ºÒ·¯µé¿© ·¹ÀÌij½ºÆÃÀÇ ÇÁ·Î¼¼½º°úÁ¤À» ºü¸£°Ô ó¸®ÇÕ´Ï´Ù.

±×¸²6. ·Î¿ìÆú¸®°ïÀ¸·Î ȯ¿øµÈ ³ë¸»µéÀÇ ºûÀÇ ±âÁØÁ¡µéÀ» ÇÏÀÌÆú¸®°ïÀÇ ³ë¸»µé·Î ´ëüÇØÁÝ´Ï´Ù. ·Î¿ì¿Í ÇÏÀÌÆú¸®°ï»çÀÌÀÇ µð½ºÇ÷¹À̽º¸ÕÆ®´Â ¹«½ÃµÉ ¼ö ÀÖ½À´Ï´Ù.

±×¸² 7. ·¹ÀÌij½ºÆà °è»êÀº °¢°¢ÀÇ Æú¸®°ïÀ» triangleµéÀÇ ¼¼Æ®·Î ºÐ¸®µÇ¾îÁú ÇÊ¿ä°¡ ÀÖ½À´Ï´Ù. µÎ ¹ø°ÀÇ Facet°°Àº °ÍµéÀº ÇÇÇØÁ®¾ßÇÕ´Ï´Ù.

±×¸² 8. ·Î¿ìÆú¸®°ï ¸ðµ¨ÀÇ UVÄÚµð³×ÀÌÆ®ÀÔ´Ï´Ù. °ãÃÄÁø UVÀ̳ª Á¦·Î»çÀÌÁîÀÇ triangleµéÀº ·Î¿ìÆú¸®°ïÀÇ UVÄÚµð³×ÀÌÆ® ½Ã½ºÅÛ¾Ö¼­ rastering(ÁÖ»ç)ÇÒ ¶§ ¹®Á¦°¡ ¹ß»ýÇÔÀ¸·Î ¾ø°ÔÇؾßÇÕ´Ï´Ù.

±×¸² 9.  RGBä³ÎÀ̹ÌÁöÀÇ ³ë¸»vector¸¦ ³ë¸»¸ÉÇμҽº·Î½á ÀúÀåÀ» ÇÕ´Ï´Ù.

±×¸² 10. ³ë¸»vector´Â ÀϹÝÀûÀ¸·Î ¾Æ¿ôDzÀÌ µÇ±âÀü¿¡ ºûÀÇ ¿øÁ¡¿¡¼­ źÁ¨Æ®·Î ÀüȯµË´Ï´Ù.

±×¸² 11. źÁ¨Æ® ½ºÆäÀ̽º´Â ºûÀÇ ¿øÁ¡¿¡¼­ źÁ¨Æ®¿Í ³ë¸» ±×¸®°í ¹ÙÀ̳븻(T¿ÍNÀ¸·Î Å©·Î½º»ý¼º)µî¿¡ ÀÇÇØ ¸¸µé¾îÁø ·ÎÅ×ÀÌ¼Ç ¸ÅÆ®¸¯½ºÀÔ´Ï´Ù.

±×¸² 12. ³ë¸»¸ÊÆÛ´Â ÀÛÀº ½ºÅĵå¾ó·Ð ¾îÇø®ÄÉÀ̼ÇÀ¸·Î ³ë¸»¸ÊÅؽºÃĸ¦ 16ºñÆ® TIFFÀ̹ÌÁö·Î »ý¼ºÇÕ´Ï´Ù. ±×°ÍÀº WavefrontÀÇ .objÆ÷¸ËÀÇ ·Î¿ì¿Í ÇÏÀÌÆú¸®°ï¿¡¼­ ÀоîÁö¸ç ¸ðµ¨ÀÇ 3D¿Í UVÄÚµð³×ÀÌÆ®¿¡¼­ openGLÇÁ¸®ºä¸¦ Á¦°øÇÕ´Ï´Ù.

±×¸² 13. źÁ¨Æ®¿Í ³ë¸»µéÀº ½ºÅ²µÈ ¸ðµ¨¿¡¼­ ¹Ù²î¾îÁý´Ï´Ù. MayaÇ÷¯±×ÀÎÀÎ tangentMapper´Â °è»êµÇ°í vertex´ç ³ë¸»°ú źÁ¨Æ®·Î ·¯´×ŸÀÓ¿¡ ÀúÀåµË´Ï´Ù.

±×¸² 14. NormalMapBump´Â ³ë¸»ÅؽºÃĸ¦ ÀоîÁÖ´Â Ç÷¯±×ÀÎÀÔ´Ï´Ù. ³ë¸»ÅؽºÃĸ¦ ¸Ô¿© normalMapBump³ëµå¿¡¼­ matrix¸¦ µÚÁý¾î¼­ Ä«¸Þ¶ó¿¡ º¸¿©Áý´Ï´Ù. ÀÌ°ÍÀº º¸Åë bump2D°¡ Àû¿ëµÇ´Â °Íó·³ Ä«¸Þ¶ó½ºÆäÀ̽º¿¡¼­ ³ë¸»vector¸¦ »ý¼ºÇÏ¿© ÀÏÁ¤ÇÑ material shaderÀÇ normalCamera  Ã¤³ÎÀ» ¸Ô°ÔÇÕ´Ï´Ù.

±×¸² 15. Maya ¼ÒÇÁÆ®¿þ¾î·»´õ·¯¿¡¼­ÀÇ Å×½ºÆ® ·»´õ¸µÀÔ´Ï´Ù. ³ë¸»¸ÊÇÎÀº ¿ÞÂÊ´Ù¸®°¡ ¿À¸¥ÂÊ´Ù¸®¿Í °°Àº Æú¸®°ï¼ö¿¡ Àû¿ëÀÌ µË´Ï´Ù.

±×¸² 16. °°Áö¸¸ ½ºÅ²µÈ ¸ðµ¨¿¡¼­ źÁ¨Æ® ³ë¸»ÀÇ Å×½ºÆ®·»´õ¸µÀÔ´Ï´Ù.

±×·¯¹Ç·Î, ³ë¸»¸ÊÇÎÀÇ ¼ø¼­¸¦ Á¤¸®Çϸé :

1. ·Î¿ìÆú¸®°ï°ú UV¸¦ Maya¿¡¼­ Á¦ÀÛÇÕ´Ï´Ù.
2. ·Î¿ìÆú¸®°ï¸ðµ¨Àº .objÆ÷¸Ë,vertex±×¸®°í UV¸¸À¸·Î Export½Ãŵ´Ï´Ù. ³ë¸»À» expertÇÒÇÊ¿ä´Â ¾ø½À´Ï´Ù.
3. Zbrush¿¡¼­ ÇÏÀÌÆú¸®°ïÀÇ µðÅ×ÀÏÀ» ¸¸µì´Ï´Ù.
4. ÇÏÀÌÆú¸®°ïÀÇ .obj·Î export½Ãŵ´Ï´Ù.
5. ·Î¿ì¿Í ÇÏÀÌÆú¸®°ï ¸ðµ¨À» ³ë¸»¸ÊÆÛ ÇÁ·Î±×·¥À¸·Î ·ÎµåÇÏ¿© ³ë¸»ÅؽºÃĸ¦ °è»êÇÏ°Ô ÇÕ´Ï´Ù.
6. "mtorMapPolyTangent polyShapeName" ¸í·É¾î¸¦ Maya¿¡¼­ ÀÔ·ÂÇÏ¿© vertex´ç źÁ¨Æ®¿Í ³ë¸»À» ´Ù¾çÇÏ°Ô »ý¼ºÇسÀ´Ï´Ù.
7. shading Network¸¦ ¸¸µé¾î ³ë¸»ÅؽºÃĸ¦ ·ÎµåÇÕ´Ï´Ù.
8. ¿Ï¼ºÀÔ´Ï´Ù. ¶óÀÌÆ®¸¦ Ãß°¡ÇÏ°í Å×½ºÆ®·»´õ¸¦ ÅëÇØ °á°ú¸¦ º¾´Ï´Ù.

¿¹Á¦¸¦ Á¦ÀÛÇØÁֽŠJulian¾¾¿¡°Ô °¨»çµå¸³´Ï´Ù.

°ü·ÃÀÚ·á ´Ù¿î·Îµå :

http://zjprogramming.com/bin/tangentMapper_210905.zip

http://zjprogramming.com/bin/normalMapBump_220905.zip
 
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