
在本课程中,我们将创建一个外观逼真的船炮,它具有纹理和游戏准备。为此,我们将使用 Maya、ZBrush、UV Layout 和 Substance Painter。首先,我们将在 Maya 中构建一个 basemesh,以便稍后在 ZBrush 中使用它。在 ZBrush 中,我们将介绍如何创建一些漂亮且令人信服的金属和木材表面。之后,我们将学习如何在 ZBrush 中生成 ColorID 地图。使用高多边形模型和生成的地图,我们现在可以修改我们的 basemesh 以将其用作 Lowpoly。创建低多边形对象后,我们将使用 UVLayout 为其生成 UV。之后,我们将在 Substance Painter 中烘焙低多边形并生成颜色和纹理。最后一部分将介绍在 Iray 中进行渲染以创建一些组合镜头。
关于导师的更多信息
Philipp Schmidt 毕业于德国,成为一名 3D 艺术家,曾在 Crytek 担任“The Climb”的实习环境艺术家,并在许多未宣布的项目中担任自由艺术家。此外,他一直对 3D 艺术和环境充满热情,他喜欢与和他一样渴望学习的人分享他的知识。
概述
第 1 部分:建模和雕刻我们的 Cannon 资产
第 1 讲 在这里下载课程资料!
第2讲介绍
第 3 讲创建 Basemesh
第 4 讲 使用布尔值
第5讲ZBrush的细分
第 6 讲木材的进口和雕刻
第 7 讲 提炼我们的木雕
第8讲创造金属
第 9 讲创建颜色 ID 映射并导出 High Poly
第 2 部分:对我们的资产进行 UV 处理和纹理化
第10讲 简介
第 11 讲 创建低多边形
第 12 讲 启动 UV
第 13 讲 总结 UV
Lecture 14 在 Substance Painter 中烘焙纹理
第15讲创建木材纹理
第16讲改善木材纹理
第 17 讲 给枪管加纹理
Lecture 18 在 Marmoset 和 IRay 中渲染我们的资产
Lecture 19 Bonus Lecture: 用 3dmotive 进一步学习
本课程面向中级 Maya 和 ZBrush 用户,不适合绝对初学者
Last updated 2/2017
MP4 | Video: h264, 1280×720 | Audio: AAC, 44.1 KHz
Language: English | Size: 1.68 GB | Duration: 3h 4m
Learn to build a 3d game asset from scratch using these industry-standard software packages!
What you’ll learn
Model a game asset with Maya
Sculpt details in ZBrush for a game asset
Texture the asset using Substance Painter
Learn rendering and Presentation techniques to show off your models
Requirements
Autodesk Maya
ZBrush
Substance Painter
Marmoset, IRay, and UVLayout are shown, but the techniques can be done within Maya as an alternative
Description
In this course we will create a realistic looking ship cannon that is textured and game-ready. For this we will use Maya, ZBrush, UV Layout and Substance Painter. To start things off, we will build a basemesh in Maya to use it later in ZBrush. In ZBrush we will cover how to create some nice and convincing metal and wood surfaces. After that, we will learn how to generate in ColorID map in ZBrush. With the high poly model and the generated maps, we now can modify our basemesh to use it as Lowpoly. After we have created the low poly object, we will use UVLayout to generate UV’s for it. After that, we will bake the low poly in Substance Painter and generate color and textures. The last part will cover rendering in Iray to create some portfolio shots.(Students – please look under Section 1 / Lecture 1 downloads for the source files associated with the lesson.)
More about the Instructor
Philipp Schmidt graduated as a 3D Artist in Germany, and has worked at Crytek as an Intern Environment Artist for “The Climb” and as Freelance Artist on numerous unannounced projects. In addition, he has always had a passion for 3D Art and Environments, and he enjoys sharing his knowledge with those who are as eager to learn as he is.
Overview
Section 1: Modeling and Sculpting our Cannon Asset
Lecture 1 Download Course Materials Here!
Lecture 2 Introduction
Lecture 3 Creating the Basemesh
Lecture 4 Working with Booleans
Lecture 5 Subdividing for ZBrush
Lecture 6 Importing and Sculpting Wood
Lecture 7 Refining our Wood Sculpt
Lecture 8 Creating Metal
Lecture 9 Creating a Color ID Map and Exporting the High Poly
Section 2: UVing and Texturing our Asset
Lecture 10 Introduction
Lecture 11 Creating the Low Poly
Lecture 12 Starting the UVs
Lecture 13 Wrapping up the UVs
Lecture 14 Baking Textures in Substance Painter
Lecture 15 Creating the Wood Textures
Lecture 16 Refining the Wood Textures
Lecture 17 Texturing the Barrel
Lecture 18 Rendering our Asset in Marmoset and IRay
Lecture 19 Bonus Lecture: Further Learning with 3dmotive
This course is intended for Intermediate Maya and ZBrush users and is not intended for absolute beginners
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