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本帖最后由 Anakin 于 2022-12-23 17:15 编辑
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信息:
你在考虑从事视频游戏行业的3D艺术家吗?你想成为一个更快、更高效的建模者,学习3d建模、纹理和游戏艺术方面的最新技术吗?本教程将帮助您理解并应用创建高质量PBR游戏资产的各个方面!
按照本课程,我们将根据当前的视频游戏标准对手枪进行建模、展开、烘焙、纹理和渲染。每个步骤都有文档记录,没有快进。
3D Studio Max和Zbrush简介:
在5个半小时的完整评论视频中,您将详细了解我的工作流程,并对3D Studio Max和Zbrush进行介绍。我将为您提供我每天使用的所有脚本、热键和插件。本章将教你学习本教程所需的所有技能。
Max和Zbrush–建模:
建模部分涵盖了火炮模型的整个建模过程,包括blockout、highpoly和lowpoly。您将使用诸如布尔运算之类的高级建模技术来快速创建复杂形状,而无需设置耗时的支持循环。您将学习如何使用Zbrush快速创建高多边形模型,以及为枪添加伤害传递,使其从所有其他武器模型中脱颖而出。建模过程结束后,我们将直接开始为资源创建UV坐标,并重点关注优化UV布局的重要性,以获得尽可能高的纹理密度。
Substance Painter–纹理:
建模后,我们将在Substance Painter中烘焙资产。您将学习如何创建完美烘焙、修复烘焙错误以及如何创建最终资产所需的所有贴图。之后,你将学习如何为手枪制作超逼真的纹理。我将在5个半小时的全评论视频中教你关于纹理创建的所有知识。
您将学习如何从头开始创建枪所需的每种材质,并使用程序纹理、遮罩和生成器来添加磨损,从而产生照片级真实感纹理。
Marmoset工具包–渲染:
在本章中,您将学习如何在狨猴工具包中为手枪创建逼真的渲染。我将教你如何照亮你的资产,设置你的相机和环境,为枪支创造逼真的照明。我将教你如何通过狨猴相机以及Adobe Photoshop中的最终调整,使用后期处理效果创建作品集就绪的图像。
遵循本教程我需要什么?
建议使用我在整个教程中使用的相同软件学习本课程。
3D Studio Max 2019(或先前版本)
Substance Painter 2018(或之前版本)
Pixologic Zbrush 2019(或先前版本)
绒猴工具包
Adobe Photoshop Info:
Are you thinking about a career as a 3D artist in the video game industry? Do you want to become a faster and more efficient modeler and learn the latest techniques in 3d modeling, texturing and game art? This tutorial will help you understand and apply all aspects of creating high-quality PBR game assets! Follow this course as we model, unwrap, bake, texture and render a handgun to current generation video game standards. Every step is documented without fast forwarding. Intro to 3D Studio Max and Zbrush: You will get a detailed overview of my workflow and an introduction to 3D Studio Max and Zbrush in over 5 and a half hours of fully commented video. I will be providing you with all the scripts, hotkeys, and plugins that I use on a daily basis. This chapter will teach you all the skills that you need to follow the tutorial. Max and Zbrush – Modeling: The modeling part covers the entire modeling process of the gun model, including blockout, highpoly and lowpoly. You will use advanced modeling techniques like boolean operations to create complex shapes in no time, without having to set up time-consuming support loops. You will learn how to use Zbrush to quickly create a high-poly model as well as add a damage pass to the gun, making it stand out from all the other weapon models out there. After the modeling process, we will jump straight into creating UV coordinates for the asset and focus on the importance of an optimized UV-Layout to get the highest texel density possible. Substance Painter – Texturing: After modeling, we will bake our asset in Substance Painter. You will learn how to create perfect bakes, fix baking errors and how to create all the maps needed for the final asset. Right after, you will learn how to make an ultra-realistic texture for the handgun. I`ll teach you everything you need to know about texture creation in over 5 and a half hours of fully commented video. You will learn how to create every material needed for the gun from scratch and use procedural textures, masks, and generators to add wear and tear resulting in a photorealistic texture. Marmoset Toolbag – Rendering: In this chapter, you will learn how to create realistic renderings for the handgun in Marmoset Toolbag. I`ll teach you how to light your asset and set up your camera and environment to create realistic lighting for the gun. I will teach you how to create portfolio ready images using post-processing effects through the marmoset cameras as well as final adjustments in Adobe Photoshop. What do I need to follow this tutorial?
It is recommended to follow the course with the same software I use throughout the tutorial. 3D Studio Max 2019 (or previous version)
Substance Painter 2018 (or previous versions)
Pixologic Zbrush 2019 (or previous versions)
Marmoset Toolbag
Adobe Photoshop
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