
在这个为期 10 周的课程中,您将创建 3 个角色,其顺序与任何 RPG(角色扮演游戏)非常相似;从简单的开始,逐步进入复杂和最有价值的领域。本课程将涵盖使用从入门到高级的各种工具为视频游戏创建引人注目的生物的多个工作流程。最重要的是,在为您提供您可以掌握的所有技术知识的同时,我们的目标是让这门课程为任何对实时野兽充满热情的艺术家提供 10 周的激烈乐趣。
5个最重要的课程:
- 使用现实世界的生物力学雕刻生物解剖学
- 在概念艺术实施中保持审美吸引力和远见
- 在奇幻中调和解剖、生理和形态
- 用于简化复杂重新拓扑、UVing 和生成地图的工作流程优化
- 在 Unreal 中构建令人惊叹的实时生物演示
项目 1:建造 Nooblidon
在第一周,我们将研究一个简单的角色,以回顾为实时渲染生成生物角色的概念
涵盖的主题:
- 使用ZBrush和Maya为小型 NPC 生物建模
- ZBrush纹理基础
- 在 ZBrush 中创建有序拓扑
- 在 ZBrush 中生成 UV、高度和纹理贴图
- 使用 Maya 的实时渲染器和 Keyshot 进行预览
项目二:升级——雕刻中型敌兽
在接下来的几周里,我们扩展了课程第一周介绍的概念,并介绍了有助于为更复杂的角色产生更好结果的工具
涵盖的主题:
- 使用真实世界的生物力学雕刻生物解剖学
- 最大化用于雕刻的 ZBrush 网格控制
项目 3:升级 – 有序拓扑
继续扩展第一周介绍的概念,重新拓扑你的中级生物
涵盖的主题:
- 有序拓扑基础
- 使用 Maya 2015 中的建模工具包重新拓扑
项目 4:升级 – 穿上波兰语
为您的中级生物添加最后的润色并创建最终的抛光渲染
涵盖的主题:
- ZBrush 和 Photoshop 技术生成丰富的纹理
- 使用 Maya 生成 UV 和贴图
- 使用Marmoset Toolbag进行动态演示
项目 5:Boss 战——创造巨兽
在课程的后半部分,重点将是在制作英雄敌人 NPC 时使用一系列工具和技术获得最佳结果
涵盖的主题:
- 调和解剖学、生理学和形态学的奇异与奇妙
- 复杂游戏角色项目的管理
- 在概念艺术实施中保持审美情趣和愿景
项目 6:Boss 战 – 雕刻以匹配比例
继续研究你的英雄敌人 NPC,特别注意结合了多个物种解剖结构的混合生物
涵盖的主题:
- 雕塑照明和 ZBrush 遮光
- ZBrush 中的参考雕刻
- 从骨头里建造生物
- 以形态学为指导的解剖杂交中的雕刻
项目 7:Boss 战——深入挖掘并添加复杂元素
本周您将通过添加细节和创建硬表面配件来增强您的英雄敌人 NPC 的复杂性。
涵盖的主题:
- 使用 Alphas、笔刷修改和表面噪声的最终雕塑细节
- 使用 Fibermesh 生成平面多边形头发为头发和毛皮做准备
- 使用 ZBrush 的硬表面生物元素和配件
项目 8:Boss 战 – 工作流程优化
本周,Damian 将分享他优化您的工作流程的技巧,因为您将继续处理您的英雄敌人 NPC 并开始重新拓扑和生成地图的过程
涵盖的主题:
- 简化复杂的重新拓扑
- 使用 Maya 和 ZBrush 进行 UVing
- 使用 xNormals 生成地图
项目 9:Boss 战——创造引人注目的颜色和材料
本周,你将纹理你的英雄敌人 NPC,使用程序组合以获得最佳效果
涵盖的主题:
- 为游戏生物选择合适的颜色和纹理的提示
- 使用 Photoshop、ZBrush、Substance Designer和Substance Painter进行纹理处理
项目 10:奖金:索具
10 Modules MP4
Title: Uartsy – Creature Creation For Games
Info:
In this 10-week course you will be creating 3 characters, ordered much like any RPG (role-playing game); beginning with the simple and grinding your way into the complex and most rewarding. The course will cover multiple workflows for creating compelling creatures for video games using a variety of tools, from introductory to advanced. Most importantly, while providing you with all the technical knowledge you can handle, we aim to make this course 10 weeks of intense fun for any artist with a passion for real-time beasties.
The 5 most important lessons:
- Sculpting creature anatomy using real world creature mechanics
- Maintaining aesthetic appeal and vision in concept art implementation
- Reconciling the anatomical, physiological and morphological in the odd and fantastic
- Workflow optimization for simplifying complex retopology, UVing and generating maps
- Building a stunning realtime creature presentation in Unreal
Project 1 : Building a Nooblidon
In this first week we will be working on a simple character to review the concepts of producing a creature character for real-time render
Covered Topics:
- Modeling A Minor NPC Creature Using ZBrush & Maya
- ZBrush Texturing Fundamentals
- Creating Ordered Topology Within ZBrush
- UV, Height & Texture Map Generation In ZBrush
- Previzualization Using Maya’s Real-Time Renderer & Keyshot
Project 2 : Leveling Up – Sculpting A Mid-Sized Enemy Beast
In these following weeks we expand on the concepts introduced in the first week of the course and introduce tools that aid in producing better results for characters with a bit more complexity
Covered Topics:
- Sculpting Creature Anatomy Using Real World Creature Mechanics
- Maximizing ZBrush Mesh Control For Sculpting
Project 3 : Leveling Up – Ordered Topology
Continue to expand on the concepts introduced in the first week and retopologize your mid-level creature
Covered Topics:
- Fundamentals Of Ordered Topology
- Retopology Using The Modeling Toolkit In Maya 2015
Project 4 : Leveling Up – Putting On The Polish
Add the finishing touches to your mid-level creature and create a final polished render
Covered Topics:
- ZBrush & Photoshop Techniques To Generate Rich Textures
- UV & Map Generation Using Maya
- Using Marmoset Toolbag For Dynamic Presentation
Project 5 : The Boss Battle – Creating a Behemoth
During the second half of the course, the emphasis will be on getting the best possible results using an array of tools and techniques when producing a heroic enemy NPC
Covered Topics:
- Reconciling The Anatomical, Physiological & Morphological In The Odd & Fantastic
- Management Of A Complex Game Character Project
- Maintaining Aesthetic Appeal & Vision In Concept Art Implementation
Project 6 : The Boss Battle – Sculpting To Match Scale
Continue working on your heroic enemy NPC, paying special attention to hybrid creatures that combine anatomy from multiple species
Covered Topics:
- Sculptural Lighting & The ZBrush Blockout
- Reference Sculpting In ZBrush
- Building Creatures From The Bones Out
- Sculpting In Anatomical Hybridization Guided By Morphology
Project 7 : The Boss Battle – Digging In Deeper & Adding Complex Elements
This week you will enhance the complexity of your heroic enemy NPC by adding details and creating hard surface accessories.
Covered Topics:
- Final Sculptural Details Using Alphas, Brush Modification & Surface Noise
- Preparation For Hair & Fur Using Fibermesh To Generate Planar Poly Hair
- Hard Surface Creature Elements & Accessories Using ZBrush
Project 8 : The Boss Battle – Workflow Optimization
This week, Damian will share his tips for optimizing your workflow, as you continue working on your heroic enemy NPC and begin the process of retopologizing and generating maps
Covered Topics:
- Simplifying Complex Retopology
- UVing Using Maya & ZBrush
- Map Generation Using xNormals
Project 9 : The Boss Battle – Creating Compelling Color & Materials
This week, you will texture your heroic enemy NPC, using a combination of programs to get the best result
Covered Topics:
- Tips For Selecting Appropriate Colors & Textures For Game Creatures
- Texturing With Photoshop, ZBrush, Substance Designer & Substance Painter
Project 10 : Bonus: Rigging
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