
该研讨会面向游戏行业中想要磨练摄影测量新技能以使用 Unreal 组装外观开发环境的中高级环境艺术家。在这个标题中,Brian Recktenwald 从头到尾回顾了整个过程,并介绍了用于创建逼真但风格化的场景的不同方法和技术。使用 Reality Capture、3ds Max、Marmoset Toolbag 和 ZBrush 详细介绍了实时准备好的模型和可平铺纹理的规划、捕获、清理和创建。Brian 讨论了使用 ZBrush 对岩石进行雕刻的技术,然后使用 Substance Painter 以照片扫描纹理为基础进行纹理处理。在他拥有所有可用于游戏的资产后,他回顾了在生产环境中经常使用的“资产健身房”的理念和方法,以帮助组织和准备组装场景。最后,Brian 在 Unreal 中组装了一个沙漠场景,分解了关于为游戏构建模块化环境的材质创建、照明和一般理念。
Duration 2h 19m With Project Files MP4
Environment Art Lookdev Using Unreal & Photogrammetry
Info:
This workshop is for intermediate to advanced environment artists in the games industry that want to hone new skills in photogrammetry to assemble a look-dev environment using Unreal. In this title, Brian Recktenwald goes over the entire process from start to finish and addresses different approaches and techniques used to create a photorealistic, yet stylized, scene. Planning, capturing, clean up and creation of real-time ready models and tileable textures is gone over in detail using Reality Capture, 3ds Max, Marmoset Toolbag and ZBrush. Brian discusses sculpting techniques for rocks using ZBrush and then textures one using Substance Painter with the photo scanned textures as a base. After he has all of the game-ready assets, he goes over the philosophy and approach of “asset gyms” that are often used in production settings to help organize and prep the scene for assembly. Finally, Brian assembles a desert scene in Unreal breaking down material creation, lighting and general philosophies regarding building modular environments for games.
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