The Gnomon Workshop – Designing & Modeling a Creature with Scales

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通过高级角色艺术家 Dan Weiss 的深入 ZBrush 和 Maya 建模研讨会,了解经验丰富的角色艺术家如何为视觉效果管道创建可用于生产的生物。

Dan 以其以龙和爬行动物为灵感的生物设计而闻名,他深入研究了他创造鳞状生物的创作过程,从一个简单的想法到实现可用于视觉效果管道的生产就绪资产。

在这个 4.5 小时的研讨会中,Dan 解释了他如何实现独特但相关的生物设计。他从一个粗略的概念开始,然后根据现实生活中的参考对其进行改进。他分享了如何根据这些参考来阻挡生物,并揭示了如何使用 ZBrush 雕刻出看起来自然的形状。工作坊将引导您了解他创造高分辨率鳞片和皱纹的独特技术——所有这些都是手工雕刻的。最后,他演示了如何在 Maya 中重新拓扑复杂模型,使其处于纹理和装配的完美状态。

这个工作坊的创建考虑了艺术家,他们希望发展自己的雕刻和建模技能,重点是爬行动物。该标题将指导您如何将一个非常松散的想法转化为精美的生产资产,同时让您深入了解 ZBrush 和 Maya 以加快您的工作流程。

00. 预览
01. 简介
02. 基于参考的设计理念
03. 使用 ZSpheres 遮挡
04. 主要形状
05. 次要形状
06. 雕刻比例 – 第 1 部分
07. 雕刻比例 – 第 2 部分
08. 重新拓扑
09. UV 展开和布局
10. 细节重投影和细化

Duration 4h 50m MP4

Title: The Gnomon Workshop – Designing & Modeling a Creature with Scales

Info:
Learn how experienced character artists create production-ready creatures for a visual effects pipeline with this in-depth ZBrush and Maya modeling workshop by Senior Character Artist Dan Weiss.

Known for his dragon and reptile-inspired creature designs, Dan dives deep into his creative process for creating a scaly creature, from a simple idea to realizing the production-ready asset ready for a visual effects pipeline.

In this 4.5-hour workshop, Dan explains how he achieves a unique but relatable creature design. He starts with a rough concept and refines this based on real-life references. He shares how to block out a creature based on these references and reveals how to sculpt natural-looking shapes using ZBrush. The workshop guides you through his unique technique of creating high-resolution scales and wrinkles — all sculpted by hand. Lastly, he demonstrates how to retopologize a complex model in Maya so it’s in perfect condition for texturing and rigging.

This workshop has been created with artists in mind who are looking to develop their sculpting and modeling skills with a focus on reptilian creatures. This title guides you on how a very loose idea can be taken through to a polished production asset while giving you an insight into ZBrush and Maya to speed up your workflow.

00. Preview
01. Introduction
02. Design Idea Based on References
03. Block Out Using ZSpheres
04. Primary Shapes
05. Secondary Shapes
06. Sculpting Scales — Part 1
07. Sculpting Scales — Part 2
08. Retopology
09. UV Unwrap & Layout
10. Detail Reprojection & Refinement

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