
与 Jose Vega 一起学习如何创建动画的最终背景设计,他是 Magic: The Gathering 的高级概念艺术家,也是 Netflix 动画系列《恶魔城》的前背景设计主管。在这个 4.5 小时的研讨会中,Jose 展示了借助 3D 资源创建 2D 动画背景的速度,并使用 Blender 和 Photoshop 作为他选择的工具。从一个粗略的故事板开始,Jose 演示了如何在 Blender 中匹配一个透视图并遮挡一个场景,然后在 Photoshop 中添加精细的细节并结合使用照片抨击和数字绘画来建立照明。
Jose 详细介绍了 Blender 的基础知识,并介绍了如何合并 3D 资源以快速填充具有复杂细节和强大轮廓的背景设计。使用 KitBash3D 的“Neo City”科幻迷你套件,他教授了他在 Blender 中从较大模型中分离单个元素的技术,以创建您自己的迷你资产,以帮助进一步填充和自定义您的场景。
继续介绍 Blender 中的照明和纹理,Jose 继续掌握一个完全渲染的场景,包括反射、雾和环境光遮蔽,并在此过程中分享他的思维过程和技术。作为他管道的最后一步,他讨论了他个人使用 Blender 生成的渲染通道创建 Alpha 通道的方法,以帮助在 Photoshop 中完成最终的抛光工作。
本次研讨会提供的项目文件包括 Jose 的故事板、正在进行的图像和他的最终多层 Photoshop 文档。
Duration 4h 3m Project Files Included MP4
Title: The Gnomon Workshop – Designing Animation Backgrounds using Blender & Photoshop
Info:
Learn how to create final background designs for animation with Jose Vega, Senior Concept Artist for Magic: The Gathering and former Background Design Supervisor for the Netflix animated series, Castlevania. In this 4.5-hour workshop, Jose demonstrates the speed at which 2D animation backgrounds can be created with the help of 3D assets, using Blender and Photoshop as his tools of choice. Starting with a rough storyboard, Jose demonstrates how to match a perspective and block out a scene in Blender before adding fine details and establishing the lighting with a combination of photo-bashing and digital painting in Photoshop.
Jose details the basics of Blender and covers how to incorporate 3D assets to quickly populate a background design with intricate details and powerful silhouettes. Using the “Neo City” Sci-Fi Mini Kit by KitBash3D, he teaches his techniques for isolating individual elements from larger models in Blender to create your own mini-assets to help populate and customize your scene even further.
Moving on to cover lighting and texturing in Blender, Jose proceeds to master a fully rendered scene complete with reflections, fog, and ambient occlusion, sharing his thought processes and techniques along the way. As the final step in his pipeline, he discusses his personal approach to using render passes generated from Blender to create alpha channels that aid the final polishing work done in Photoshop.
Project files provided with this workshop include Jose’s storyboards, work-in-progress images, and his final, multi-layered Photoshop document.
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