
探索创建风格化游戏角色模型和渲染专业作品集的过程。高级角色艺术家 Kat Unsworth 详细介绍了她的整个工作流程,从角色模型的初始设计到制作的每个阶段。她解释了基本艺术技能的重要性——包括解剖学、形式、形状语言、手势和流动——以及它们如何告知过程的每个阶段以帮助创造一个逼真的最终结果,即使在处理程式化的概念时也是如此。
工作坊开始在 Photoshop 中进行角色设计,使用油漆完全可视化角色的外观。从那里,Kat 跳入 Maya 以阻止角色;她还将 Maya 用于低多边形网格、重新拓扑和 UV。在整个过程中,她解释了您在处理自己的项目时需要牢记的所有注意事项,以确保您的管道是非破坏性的,并从长远来看帮助您节省时间。
在这个工作坊中使用 ZBrush 雕刻高多边形细节,然后使用 Marmoset Toolbag 将其烘焙到地图中,然后使用 Substance Painter 进行纹理处理。作为流程的最后一步,Kat 介绍了在虚幻引擎 5 中导入和设置最终角色的过程,并解释了如何使用 UE5 生成可用于组合的渲染。
The Gnomon Workshop
Duration: 4h 31m | Video: 1920×1080 30fps | Audio: AAC, 48 kHz, 2ch | Size: 6.73 GB
Genre: eLearning | Language: English
Discover the process of creating a stylized game character model and rendering a professional portfolio piece. Senior Character Artist, Kat Unsworth, details her entire workflow, from the initial design of the character model through every stage of its production. She explains the importance of fundamental art skills — including anatomy, form, shape language, gesture, and flow — and how they inform each stage of the process to help create a realistic final result, even when dealing with stylized concepts.
The workshop begins in Photoshop for the character’s design, using paint-overs to fully visualize how the character will look. From there, Kat jumps into Maya to block out the character; she additionally uses Maya for the low-poly meshes, retopology, and UVs. Throughout the process, she explains all the considerations you need to keep in mind when working on your own projects to ensure your pipeline is non-destructive and to help save you time in the long run.
ZBrush is used in this workshop to sculpt the high-poly details, which are then baked into maps using Marmoset Toolbag and then textured using Substance Painter. As the last step of the pipeline, Kat walks through the process of importing and setting up the final character in Unreal Engine 5 and explains how to generate a portfolio-ready render using UE5.
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