Build A Mechanical Arm With 3Ds Max & Substance Painter

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在本课程中,我们将学习如何使用 3ds Max 从头到尾创建 3d 资源。我们将专注于通过使用正确的纹理和优化技术来创建专注于游戏的资产。我们将讨论如何在 3ds Max 中创建适当的高多边形和低多边形,然后介绍如何对我们的低多边形进行 uv 展开并准备我们的场景以烘焙我们的法线和 AO 贴图。

然后,我们将从 3ds Max 中导出所有内容,并首先使用 xNormal 烘焙纹理贴图。然后,我们将检查 xNormal 中的最佳设置,以尽量减少任何烘焙错误——对于留下的错误,我们将讨论如何手动解决这些错误。烘焙完所有纹理后,我们将首先在 Substance Painter 中设置场景,然后开始对模型进行纹理处理。在 Substance Painter 中,我们将介绍如何使用材质、填充层、生成器和其他技术为我们的资产创建最终纹理。然后,我们将进入 Marmoset Toolbag,在那里我们将渲染我们的最终模型并创建最终资产的漂亮美照。

更多关于导师

Emiel Sleegers 是一位自学成才的 3D 艺术家,目前居住在荷兰。在过去的 3-4 年里,他一直在自学 3D 艺术,并在许多未宣布的项目中担任自由艺术家。他是所有 3d 事物的爱好者,并且喜欢与渴望学习的其他人分享他获得的知识。

概述

第 1 部分:课程介绍和建模我们的高聚资产

第 1 讲 在这里下载课程文件!

第2讲课程介绍

第 3 讲创建模型的基础

第 4 讲 将 Base 转换为 High Poly

第 5 讲为基础创建附加组件

第 6 讲创建关节

第 7 讲创建模型的顶部

第 8 讲创建末端夹点

第 9 讲 画龙点睛

第 2 部分:构建我们的 Low Poly 资产和 UV 展开

第10讲 简介

第11讲将高多边形转换为低多边形

Lecture 12 将 High Poly 转换为 Low Poly(续)

第 13 讲 UV 展开网格

Lecture 14 UV Unwrapping the Mesh(续)

第15讲完成UV展开

第16讲放置UV

第 3 部分:为我们的资产创建纹理和材质

第17讲 引言

第18讲 为烘焙准备模型

第19讲烘焙纹理贴图

第 20 讲 在 Substance Painter 中准备法线细节

第21课完成基础颜色和污垢

第22讲应用小细节

第23课完成纹理和姿势

第24课添加最终细节、演示和课程结论

Lecture 25 Bonus Lecture: 使用 3dmotive 进一步学习

学生和中级艺术家应该参加本课程,以了解创建 3d 资产的最新行业标准方法。

Last updated 12/2016
MP4 | Video: h264, 1280×720 | Audio: AAC, 44.1 KHz
Language: English | Size: 2.96 GB | Duration: 5h 18m

Learn to create a PBR-Ready Game Asset from start to finish!

What you’ll learn
Create a proper low and high poly game asset
Learn to properly create textures and use baking techniques
Make an asset ready for games and film
Requirements
Autodesk’s 3ds Max
xNormal
Photoshop
Substance Painter
Marmoset Toolbag
Description
In this course we will be looking on how to create a 3d asset from start to finish using 3ds Max. We will be focusing on creating an asset that is focused for games by using the correct texture and optimization techniques. We will be going over on how to create a proper high poly and low poly in 3ds Max and then on how to uv unwrap our low poly and prepare our scene for baking our normal and AO map.
We will then export everything out of 3ds Max and we will start by baking our texture maps using xNormal. We will then go over the best settings in xNormal to minimize any baking errors – and for the errors that are left, we will go over on how to solve those by hand. Once all our textures are baked, we will start by setting up our scene in Substance Painter and we will start texturing our model. In Substance Painter, we will go over on how to use materials, fill layers, generators, and other techniques to create the final texture for our asset. We will then go into Marmoset Toolbag where we will render our final model and create a nice beauty shot of the final asset.
More about the Instructor
Emiel Sleegers is a self-taught 3d artist currently residing in the Netherlands. He’s been teaching himself 3D art for the past 3-4 years, and has worked as a freelance artist on numerous unannounced projects. He’s a lover of all things 3d and enjoys sharing the knowledge he has obtained with others eager to learn.

Overview

Section 1: Course Introduction and Modeling our High Poly Asset

Lecture 1 Download Course Files Here!

Lecture 2 Introduction to the Course

Lecture 3 Creating the base of the model

Lecture 4 Converting the Base to High Poly

Lecture 5 Creating Add-ons for the Base

Lecture 6 Creating the Joints

Lecture 7 Creating the Top of the Model

Lecture 8 Creating the End Grip

Lecture 9 Applying the Finishing Touches

Section 2: Building our Low Poly asset and UV Unwrapping

Lecture 10 Introduction

Lecture 11 Converting High Poly to Low Poly

Lecture 12 Converting High Poly to Low Poly Continued

Lecture 13 UV Unwrapping the Mesh

Lecture 14 UV Unwrapping the Mesh Continued

Lecture 15 Finish UV Unwrapping

Lecture 16 Placing the UVs

Section 3: Creating Textures and Materials for our Asset

Lecture 17 Introduction

Lecture 18 Preparing Model for Baking

Lecture 19 Baking Texture Maps

Lecture 20 Preparing normal detail in Substance Painter

Lecture 21 Finishing the Base Colors and Dirt

Lecture 22 Applying the Small Details

Lecture 23 Finishing the Texture and Posing

Lecture 24 Adding the Final Details, Presentation, and Course Conclusion

Lecture 25 Bonus Lecture: Further Learning with 3dmotive

Students and intermediate artists should take this course in order to learn the up-to-date industry standard methods for creating 3d assets.

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