
有许多方法可以为屏幕设计角色。行业资深人士 Aaron Sims 详细介绍了他使用 Photoshop 和 ZBrush 为电影和电视创建标志性概念设计的两个久经考验的工作流程。除了指导您了解他经过生产验证的技术外,Aaron 还分享了他对通过设计传达个性和性格的重要性的看法,并分享了他在 35 年的职业生涯中学到的一些关键课程。
从 Photoshop 中的 2D 工作流程开始,Aaron 通过他个人的方法来可视化一个变异的角色,使用照片抨击技术巧妙地切割、拼接和扭曲多层人类、生物和有机元素,以制作一个完全独特的设计。讲座讨论了他在每一步做出决定的原因,不仅详细介绍了如何掌握照片处理以获得令人难以置信的结果,还详细说明了为什么这些技术和结果是他选择的用于肖像、假肢和数字增强的工作流程。
今天,艺术家可以使用他们可以使用的工具来创造任何可以想象的生物或角色。两小时研讨会的第二部分深入探讨 ZBrush,以开发一个完全实现和维度化的外星人角色。在解释为什么这种方法适用于全 CG 角色时,Aaron 分享了他的 ZBrush 工作流程,从基础网格到最终半身像,讨论了解剖学的重要性,如何在 3D 设计中创建兴趣点,以及如何突破极限来创建设计同时仍然创造了观众可以与之相关的东西。3D 工作流程以 KeyShot 中的渲染技术结束,推动设置并使用各种照明场景,然后在 Photoshop 中完成设计。
Duration 2h 6m MP4
Title: The Gnomon Workshop – The Art of Iconic Creature Design Photobashing and Zbrush Workflows
Info:
DESCRIPTION
There are many approaches for designing characters for the screen. Industry veteran Aaron Sims details two of his tried-and-trusted workflows for creating iconic concept designs for film and TV, using Photoshop and ZBrush. As well as guiding you through his production-proven techniques, Aaron shares his thoughts on the importance of conveying personality and character through designs and shares some of the key lessons he’s learned over his 35-year career.
Beginning with a 2D workflow in Photoshop, Aaron walks through his personal approach to visualizing a mutated character, using photo-bashing techniques that skillfully cut, splice, and warp multiple layers of human, creature, and organic elements to craft a completely unique design. Discussing the reasons behind his decisions at every step, the lecture details not only how to master photo manipulation for incredible results but also why the techniques and outcomes are his chosen workflows for likenesses, prosthetics, and digital augmentations.
Today, artists can create any creature or character imaginable with the tools at their disposal. The second part of the two-hour workshop dives into ZBrush to develop a fully realized and dimensionalized alien character. Explaining why this approach serves well for full-CG characters, Aaron shares his ZBrush workflow, from base mesh to final bust, discussing the importance of anatomy, how to create points of interest in 3D designs, and how to push the envelope to create designs while still creating something an audience can relate to. The 3D workflow concludes with rendering techniques in KeyShot, pushing the settings and playing with various lighting scenarios, before finalizing the design in Photoshop.
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