
在本课程中,我们将学习如何将参考分解为我们可以工作的更易于管理的状态。一旦我们了解了完成这件作品的要求,我们将开始创建天花板玫瑰的底座,然后是天花板玫瑰的外部装饰部分。
在创建装饰部分时,我将向您展示如何创建简单和复杂的模块化拼贴形状,这将毫不费力地为天花板玫瑰添加额外的细节和复杂性。在模块 2 中,我们将研究更详细的形状。使用我们分解的参考,我将向您展示如何创建用于创建天花板玫瑰的每一件。我们将从仅使用 3ds Max 盒子建模和变形技术的简单形状开始,然后再转向更复杂的形状。一旦我们完成了我们的形状,我们将在 ZBrush 中为每个部件添加最终调整和抛光,以使其具有我们想要的手工制作的石膏外观。
最后,在模块 3 中,我们将使用我们制作的零件并将它们组合在一起以创建参考中显示的大形状。完成所有形状后,我们可以开始变形它们以适应我们在模块一中创建的基础天花板玫瑰,这将为我们留下完整的模型。
最后,我们将模型放入 ZBrush 中,使用遮罩和变形技术创建最终的奇异网格版本,并使用自定义画笔集对模型添加损坏。
(学生——请在第 1 节/第 1 课下载中查看与课程相关的源文件。)
更多关于导师
Ash Thundercliffe 已经在游戏行业工作了 3 年。他的职业生涯始于在德比大学教授计算机游戏建模和动画课程。在这样做了几个月后,他转而从事小型独立项目,担任使用 Unity 和 UDK 的移动和 PC 平台的环境美术师。
经过一年的教学和独立项目工作后,Ash 进入了 AAA 游戏,在 Rockstar Games 担任了近 2 年的技术内容美术师。此后,Ash 重新回到了自由职业者的行列,并继续作为环境艺术家工作。
Last updated 9/2016
MP4 | Video: h264, 1280×720 | Audio: AAC, 44.1 KHz
Language: English | Size: 1.24 GB | Duration: 3h 38m
Learn the techniques used to create intricate floral designs for 3d game assets
What you’ll learn
Understanding how to break down reference into simpler shapes to work with
Learn Advanced modeling techniques to create floral shapes in 3ds Max
Sculpt and Detail intricate floral decor shapes inside of ZBrush
Requirements
Autodesk’s 3ds Max
ZBrush
An image editing software such as Photoshop or Gimp
Description
In this course we will learn how to break down a piece of reference to a more manageable state we can work from. Once we understand what is required of us to complete the piece we will start creating the base of a ceiling rose followed by the outer trim sections of the ceiling rose.
When creating the trim sections I will show you how to create both simple and complex modular tiling shapes which will add an extra level of detail and intricacy to the ceiling rose with very little effort. In module 2 we will be looking at the more detailed shapes. Using our broken down reference I will show you how to create each piece used to create the ceiling rose. We will start with the simpler shapes just using 3ds Max box modeling and deformation techniques and then move onto more complex shapes later on. Once we have our shapes completed we will add final adjustments and polish to each piece in ZBrush to give it the hand crafted plaster look we are aiming for.
Finally, in module 3, we will take the parts we have made and kit bash them together to create the large shapes shown in the reference. After all shapes are complete we can start deforming them to fit the base ceiling rose we created in module one which will leave us with the completed model.
Finally, we’ll take the model into ZBrush to create a final singular mesh version using masking and deformation techniques and add damage to the model using a custom brush set.
(Students – please look under Section 1 / Lecture 1 downloads for the source files associated with the lesson.)
More about the Instructor
Ash Thundercliffe has been in the games industry for 3 years now. He started his career teaching at the University of Derby on the Computer games Modeling and Animation Course. After doing this for several months, he moved on to small indie projects as an environment artist for the mobile and PC platform utilising Unity and UDK.
After spending a year teaching and working on indie projects, Ash moved into AAA games working at Rockstar Games as a Technical Content Artist for almost 2 years. Ash has since moved back into freelance and continue to work as an environment artist.
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