
在本教程中,您将学习如何从头开始为古董枪建模,从标准的多边形和硬表面建模技术开始,到最终演示的纹理甚至照明设置/提示。请注意,尽管本课程主要侧重于 3ds Max,但它被证明可以轻松地将相同的原理应用于任何其他数字创作工具,如 Maya。
这门课程是为谁准备的?
本课程是为想要跳跃和体验更复杂项目并查看高多边形资产完整制作的初级用户创建的。
课程要求
3ds Max 界面和快捷方式或任何其他选择的 DCC 工具的基本知识
展开/展开 3d 界面和快捷方式的基本知识
物质画家和纹理的基本知识
所需技能水平:中级
内容列表
1-建模
在此阶段,您将看到处理包含不同组件的模型的最佳方法,如何有效地使用参考图像来构建基础网格并获得模型的整体形状。
在建模的后期阶段,您将获得成功为模型添加更精细的细节并修复大量拓扑问题的提示和技巧。这是一个非常有效的练习,可以在硬表面建模中养成良好的习惯,因为您会反复看到在此过程中会出现哪些常见问题,并听到您必须使用哪些解决方案来解决这些问题。
2-展开
对于这一部分,您将看到如何将不同的组件正确地导入 Unfold 3d,以及如何将我们的模型完全展开并导入回 3ds Max。有时,利用建模过程的关键是建立可靠的工作流程,您将学习如何利用 3ds Max 的工具来管理组件的不同版本。
最后,在本部分中,您还将学习如何正确准备模型以成功过渡到 Substance Painter 的纹理部分。
3-纹理
在第三部分中,您将看到如何对我们的模型进行完全纹理化、创建新的自定义材质、使用和混合我们库中的材质、正确处理通道、使用 alpha 纹理添加更精细的雕刻并获得逼真的结果。
4-渲染
最后,在这一部分中,您将了解一个插件,该插件可以显着加快从 Material Paint 导入和同步材质到 3ds Max 的过程;详细了解用于实现良好逼真渲染的照明设置。
Instructors: Milad Kambari
21 Lessons | Duration: 8h 17m
Video: MP4 1920×1080 48 KHz | English
Level: Beginner | Size: 3.5 GB
Includes
– 21 Full HD Video Files
– Duration: 8hrs 17 min video MP4 format with full audio commentary in English
The project file includes
– Essential reference images
– VRay and Corona Files
Overview
In this tutorial, you will learn how to model an antique gun from scratch, start with standard poly and hard surface modeling techniques to texturing and even lighting setup/tips for the final presentation. Notice although this course primarily focuses on 3ds Max, it is demonstrated as such to easily apply the same principles to any other digital creation tools like Maya.
Who is this course for?
This course is created for Junior level users who want to jump and experience a more complex project and see the complete production of a high poly asset.
Course requirements
Basic knowledge of 3ds Max’s interface and shortcuts or any other DCC tools of choice
Basic knowledge of unwrapping/unfold 3d interface and shortcuts
Basic knowledge of Substance painter and texturing
Required skill level: Intermediate
List of content
1-Modeling
In this phase, you will see the best way to approach models that contain different components, how to effectively use reference images to build up the base mesh and get an overall shape of our model.
In the later stages of modeling, you will be presented tips and tricks to successfully add finer details to the model and fix numerous topology issues. This is a very effective exercise to develop good habits in hard surface modeling as you see repeatedly what common problems during this process will be and hear which solutions you have to use to fix them.
2-Unwrapping
For this part, you will see how to properly import different components into Unfold 3d and how to fully unwrap our model importing back to 3ds Max. Sometimes the key to utilize the modeling process is to establish a solid workflow and you will learn how to make use of 3ds Max’s tools to manage the different versions of your components.
Finally, in this part you will also learn how to correctly prepare your model to transition successfully to Substance Painter for the texturing part.
3-Texturing
In the third part, you will see how to fully texture our model, create a new custom material, use and mix materials from our library, properly work on passes, use alpha textures to add finer engravings and get a realistic result.
4-Render
Finally in this part, you will learn about a plugin that boosts the process of importing and syncing materials from substance painter to 3ds Max significantly; have a detailed breakdown of lighting setup used to achieve a good realistic render.
原创文章,作者:steven,如若转载,请注明出处:https://rr3d.cn/37077.html