
了解如何使用 Maya、Substance Painter 和 Keyshot 对您的第一辆汽车进行建模、纹理和渲染出自像阿尔伯席尔瓦这样的专业人士之手。专门从事汽车和机械建模的 3D 艺术家,Alber 以对汽车设计的热情为生。他在 WebCreek 的 VR 资产领域工作,为 Maersk 执行虚拟现实项目,并为 Moving Message Co. 及其客户 Volkswagen 建模。
在本课程中,您将学习使用 Autodesk Maya、Substance Painter、Keyshot 和 Adobe Photoshop 逐步建模汽车。首先,您将定义项目,您将寻找参考图像,您将学习建模、优化、UV 切割、纹理和导出贴图的技术,最终导入和渲染具有最高细节水平的汽车。
您要做的第一件事就是会见 Alber Silva,他将告诉您他的职业生涯以及他是如何进入 3D 模拟世界的。您将看到它的主要影响,从汽车品牌到专门从事硬表面、纹理或模型汽车等的艺术家。
您将首先了解可以执行汽车建模的三种场景,通过这些场景,您可以更好地定义建模项目的重点,无论是渲染、视频游戏还是增强现实。
借助 Alber,您将对 Autodesk Maya 界面进行全面审查,该界面是不同行业最常用的 3D 制作软件之一。您将学习滚动浏览项目、移动相机和编辑形状。然后,您将寻找您想要工作的车辆的每个细节的照片参考,以便对其进行准确建模。
您将从引擎盖开始建模,这将有助于适应网格多边形的工作,您将继续创建其余组件:侧面、挡泥板、门、窗、车顶、轮胎、前后大灯、额外的配件和一些造型细节,让它准备就绪。
建模阶段完成后,您将查看创建的每件作品,使用 Outliner 重命名它们并软化其顶点。然后,您将进行 UV 切割,并使用“布局”工具手动组织每一块切割。
您将查看 Substance Painter 的主要功能和界面,然后使用可用的库导入和纹理化您的模型。
然后,您将制作一个简单的渲染,通过它您将了解 Keyshot 功能,导入场景元素。因此,您将了解此渲染引擎的界面和工具。然后你可以配置灯光、摄像头和黑板来渲染。
最后,通过渲染,您将在 Adobe Photoshop 中进行后期制作工作以校正颜色、灯光和阴影。
MP4 | Video: h264, yuv420p, 1920×1080 | Audio: aac, 44100 Hz | Duration: 9h 37m | 5.26 GB
Genre: eLearning | Language: English
Learn how to model, texture and render your first car with Maya, Substance Painter and Keyshot
If you are passionate about vehicles, not only for their horsepower but for their design, in this course you will enjoy learning to model a 3D car from scratch, from the hand of a professional like Alber Silva. 3D artist specialized in modeling vehicles and machinery, Alber lives from his passion for car design. He works in the area of VR Assets for WebCreek, where he has carried out virtual reality projects for Maersk, and also, modeling for Moving Message Co. and his client, Volkswagen.
In this course you will learn to model a car step by step with Autodesk Maya, Substance Painter, Keyshot and Adobe Photoshop. First you will define the project, you will look for reference images, you will learn techniques of modeling, optimization, UV cuts, texturing and exporting maps, to finally import and render your car with the highest level of detail.
The first thing you will do is meet Alber Silva, who will tell you about his career and how he came to the world of 3D simulation. You will see its main influences, from automotive brands to artists specialized in Hard Surface , textured or modeled cars, among others.
You will start by knowing the three types of scenarios in which you can perform the modeling of a car, with which you can better define the focus of your modeling project whether it is for rendering , video games or augmented reality.
With Alber, you will carry out a general review of the Autodesk Maya interface, one of the 3D production software most used by different industries. You will learn to scroll through a project, move the camera and edit shapes. Then, you will look for photographic references of every detail of the vehicle you want to work to model it accurately.
You will start the modeling by the hood, which will facilitate the work to accommodate the polygons of the mesh, and you will continue creating the rest of the components: sides, fenders, doors, windows, roof, tires, front and rear headlights, additional accessories and some modeling details to leave it ready.
Once the modeling stage is finished, you will review each piece created, renaming them with Outliner and softening its vertices. Then, you will make the UV’s cuts and organize each piece cut with the Layout tool manually.
You will review the main functionalities and interface of Substance Painter, and then import and texturize your model using the available libraries.
Then, you will make a simple render with which you will know the Keyshot functionalities, importing an element of the scene. Thus, you will know the interface and tools of this render engine. Then you can configure the lighting, camera and blackplate to render .
Finally, with the render you will do a postproduction work to correct the color, lights and shadows in Adobe Photoshop.

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