
您将在课程中学到什么
- 使用 Dynamesh、ZRemesher、Extraction、Panelloops 等使用ZBrush 的画笔系统。
- 如何充分利用 ZModeler 完全在 ZBrush 中创建多边形模型。
- 如何使用 ArrayMesh 和 NanoMesh 轻松分解复杂设计。
- 使用 Spotlight 和 Polypaint 来纹理您的角色和环境艺术品。
- 充分利用 ZBrush 的光照和材质系统。
- 用于 3D 打印以及电影和游戏的输出。
Paul 是 Pixologic 的内部 ZBrush 专家。他负责开发和增强多个区域工作室的数字雕刻流程,与从动画师到玩具设计师的艺术家合作。
作为 Pixologic 团队的一员,Paul 前往各个工作室和学校,进行现场演示并提供教育和艺术支持。
自 2008 年加入 Pixologic 以来,Paul 在 ZBrush 的每个版本中都发挥了重要作用,如今被认为是 ZBrush 知识最渊博的人之一,它用于电影和游戏管道以及 3D 打印。
课程大纲
本课程包括现场直播的每周课程,其中 Paul Gaboury 演示和解释 ZBrush 功能集。您可以在下面看到您将学习的内容的逐周细分。
数字雕刻概述
了解包括 ZModeler 在内的画笔系统,以及如何使用一些简单的工具和技术获得惊人的效果。
Dynamesh 和几何系统的其他部分
了解如何最大化 ZBrush 的几何工具,如 Dynamesh、ZRemesher、提取等。
硬表面工具
深入了解 ZBrush 新的硬表面多边形建模工具集,重点围绕新的 ZModeler 画笔。
ZModeler、ArrayMesh 和 NanoMesh 的新功能集
了解如何通过使用 ArrayMesh 和 Nanomesh 等功能扩展 ZModeler 的功能来缩短更精细和复杂的设计。
Fibermesh、MicroMesh 和 BPR Geometry
探索 ZBrush 自己的毛皮系统以及如何将其集成到环境艺术家和角色艺术家管道中。
纹理系统
探索 PolyPaint 的功能,使用 RGB 和 Spotlight 等功能创建环境和角色作品。
材质和渲染
通过对不同材质类型和渲染模式的概述,探索 ZBrush 强大的光照、材质和渲染系统。
照明、LightCaps、BPR 过滤器
深入了解具有 HDRI 照明、场景集成等功能的照明工具集。
输出 3D
了解如何使用 ZBrush 的内置功能集创建适当缩放和防水的网格,以便立即进行 3D 打印。
输出地图
了解如何从 ZBrush 输出 2d 地图以用于电影和游戏管道。这包括法线贴图、置换贴图和新的矢量置换贴图。
ZBrushWorkshops – Mastering ZBrush 4R8 with Paul Gaboury
Info:
What You’ll Learn In The Course
Working with ZBrush’s Brush System
Using Dynamesh, ZRemesher, Extraction, Panelloops and more.
How to make the most of ZModeler to create polygonal models entirely in ZBrush.
How to easily breakdown complex designs using ArrayMesh and NanoMesh.
Using Spotlight and Polypaint to texture your character and environment artwork.
Make the most of ZBrush’s lighting and material system.
Output for 3D Printing as well as for Film and Games.
Paul is Pixologic’s in-house ZBrush expert. He is responsible for developing and enhancing the digital sculpting pipelines at multiple area studios, working with artists ranging from feature animators to toy designers.
As part of the Pixologic team, Paul travels to various studios and schools, giving live demos and offering educational and artistic support.
Since he joined Pixologic in 2008, Paul has been instrumental in every version of ZBrush and today is regarded as one of the most knowledgeable people on ZBrush, it’s uses in film and game pipelines as well as 3D printing.
COURSE OUTLINE
This course includes live, weekly sessions where Paul Gaboury demonstrates and explains the ZBrush features set. Below you can see a week-by-week breakdown of what you’ll learn.
Digital Sculpting Overview
A look at the Brush System, including ZModeler and how you can get amazing results using a few simple tools and techniques.
Dynamesh And Other Parts Of The Geometry System
Learn how to maximize ZBrush’s Geometry tools like Dynamesh, ZRemesher, Extraction and more.
Hard Surface Tools
Deep dive into ZBrush’s new hard surface polygonal modeling toolset focused around the new ZModeler brush.
ZModeler, ArrayMesh and NanoMesh’s New Feature Set
Learn how to make short work of more elaborate and complex designs by extending the power of ZModeler with features like ArrayMesh and Nanomesh.
Fibermesh, MicroMesh and BPR Geometry
Discover ZBrush’s own fur system and how it can be integrated into environment artist and character artist pipelines.
Texturing System
Explore the functionality of PolyPaint to create environment and character work using features like RGB and Spotlight.
Materials & Rendering
Discover ZBrush’s powerful lighting, material and rendering system with this overview of the different Materials Types and Rendering Modes.
Lighting, LightCaps, BPR Filters
Deep dive into the lighting toolset with features like HDRI lighting, scene integration and more.
Outputting for 3D
Learn how to use ZBrush’s built in feature set to create properly scaled and water-tight meshes for immediate 3D printing.
Outputting Maps
Learn how to out 2d maps from ZBrush to use in film and game pipelines. This includes normal maps, displacement maps and the new vector displacement maps.
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