
刚开始时,在 CG 中绘制和着色皮肤的过程可能是一项艰巨的任务,充满了技术和艺术挑战。由于技术问题或最佳进展方式的不确定性,创作过程经常会停止。
本课程将带您完成从 A 到 Z 的整个过程,教您一个经过生产验证的工作流程,用于创建皮肤纹理和构建世界各地工作室的专业视觉特效艺术家使用的皮肤着色器。我们将深入研究工作流的技术方面以及决策背后的创造性思维过程,确保不仅解释我们使用这些技术的“方式”,而且解释其“原因”。
这种绘制纹理的方式是我作为高级视觉效果艺术家每天使用的一种方式,并且充满了我个人用于从小型本地广告到好莱坞大片故事片的任何技术的技术。
我对本课程的希望是使您对如何为任何类型的角色绘制和着色CG皮肤有透彻的了解,并有信心应用和调整工作流程以适应未来进行的任何个人或专业项目。角色艺术家。
主要主题:
– 模型回顾
– Mari 及其强大的绘画工具介绍
– 使用皮肤扫描纹理投影绘制详细的皮肤置换和颜色贴图
– Mari 中基于节点的纹理绘制工作流
– Mari 中的手绘控制和实用蒙版以供添加着色器复杂性
– 白板课程解释文件格式、置换技术和 UDIM 工作流程
– 从头开始在 Arnold 中构建基于复杂节点的皮肤着色器
– 显示整个纹理绘制过程的实时和延时记录 – 在整个过程中
评估您自己的工作以规划您的工作进度
– Arnold for Maya 中的基本渲染设置
Duration 11h Project Files Included MP4
Skin Texturing And Shading In Mari And Arnold
Info:
When you first start out, the process of painting and shading skin in CG can be a daunting undertaking, riddled with both technical and artistical challenges. Too often the creative process will grind to a halt due to either a technical problem or uncertainty of the best way to progress.
This course will take you through the entire process from A to Z, teaching you a production proven workflow for creating skin textures and building skin shaders used by professional vfx artists in studios all around the world. We will delve deep into both the technical aspects of the workflow, as well as the creative thought process behind our decisions, making sure to explain not only the “how” but also the “why” of we use these techniques.
This way of painting textures is one that I use on a daily basis as a senior visual effects artist, and is filled to the brim with techniques that I have personally used on anything from small local commercials to Hollywood blockbuster feature films.
My hope for this course is to leave you with a thorough understanding of how to paint and shade CG skin for any type of character, as well as the confidence to both apply and adjust the workflow to whatever personal or professional project you undertake going forward as a character artist.
Main Topics :
– Model review
– Introduction to Mari and its powerful painting tools
– Using skin scan textures to projection paint detailed skin displacement and color maps
– A node based workflow for texture painting in Mari
– Hand painting control and utility masks in Mari for added shader complexity
– Whiteboard lessons explaining file formats, displacement technicalities and the UDIM workflow
– Building a complex node based skin shader in Arnold from scratch
– Real time and timelapse recordings showing the entire texture painting process
– Evaluating your own work throughout the process to plan your progress
– Basic render settings in Arnold for Maya
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