
在本教程中,我将带您深入了解为游戏创建植被的整个过程,我们将学习如何从头到尾处理树木资源。
我们将学习为游戏创建植被资产背后的基本原理和思维方式,以及如何利用现有的行业工具来加快您的工作流程,使其更快、优化和高度“可迭代”。
我们不仅将了解其背后的艺术价值和基础知识,还将了解如何通过充分利用工具、创建 LOD 和广告牌以及在引擎中设置最终资产来从技术层面解决它。
结构
介绍与注意事项
研究与规划
Blockout
Highpoly
纹理
Lowpoly
设置与渲染
ST9 注意事项
使用的软件:
Photoshop
Blender
SpeedTree
Substance Designer
虚幻引擎 4
内容
大约 4 小时的叙述性深入教程,我们逐步深入了解游戏就绪树资产背后的创建过程。
在本教程中,我们将首先讨论创建整个植被的过程,如何处理它以及将 SpeedTree 等程序工具集成到管道中的优缺点。
然后,我们将学习如何收集和分析参考资料,为即将到来的挑战做准备,确保一切准备就绪,以实现尽可能好的结果。
之后,我们将从封锁阶段开始,了解其重要性以及在该阶段要寻找的内容,从而致力于我们的树资产。然后我们将使用 SpeedTree 和 Substance Designer 创建最终的高多边形网格和纹理。
最后,我们将创建最终的低多边形网格,创建 LOD,设置风和广告牌,然后在 UE4 中进行设置,以便所有项目都可以使用。
Duration 4h MP4
Title: Artstation – Creating Vegetation for Games | Tutorial
Info:
In this tutorial I will take you in-depth into the whole process of creating vegetation for games, where we will learn how to tackle a tree asset from start to finish.
We will learn the fundamentals and mindset behind creating vegetation assets for games and how to leverage existing industry tools to speed up your workflows, making them faster, optimized and highly “iteratable”.
Not only will we learn the artistic values and fundamentals behind it, but also how to tackle it on a technical level by taking the most out of the tools, create LODs and billboards and setup the final asset in the engine.
Structure
Intro & Considerations
Research & Planning
Blockout
Highpoly
Texturing
Lowpoly
Setup & Rendering
ST9 Considerations
Software Used:
Photoshop
Blender
SpeedTree
Substance Designer
Unreal Engine 4
Content
Roughly 4 hours of a narrated in-depth tutorial where we dive into the creation process behind a game-ready tree asset step-by-step.
In this tutorial we will start the journey by talking a little bit about the process of creating vegetation as a whole, how you can approach it and what are the pros and cons of integrating procedural tools like SpeedTree into the pipeline.
Then we will learn how to gather and analyze references in preparation for the challenge ahead, making sure everything is ready for us to achieve the best results possible.
After that we will be working towards our tree asset by starting with the blockout stage, understanding its importance and what to look for at that stage. Then we will move into the creation of our final highpoly meshes and textures, leveraging SpeedTree and Substance Designer.
By the end we will create our final lowpoly mesh, create the LODs, setup the wind and billboards and then set it all up inside UE4 so that everything is ready to be used across all of your projects.
原创文章,作者:steven,如若转载,请注明出处:https://rr3d.cn/38210.html