CGCircuit – Realistic Character Props

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在此在线课程中,观众将学习如何使用 Maya、Zbrush 和 Substance Painter 创建可用于生产的逼真道具和资产。在处理资产时,我们将学习一些生产环境建模的基础知识。以我们之前课程中的角色为例,我们将创建所有道具和资产,我们将使用适当的拓扑结构进行建模,对它们进行雕刻并对其进行纹理处理,以使它们准备好进行动画处理并将它们添加到生产流程中。
本课程专为对现实主义和一般 3D 角色充满热情的初级和中级学生而设计。这是系列教程中的第 5 篇,我们将在其中创建一个完整的 3D 角色以供生产使用。对于本课程,您需要具备 Maya、Zbrush 和 Substance 3D Painter 的基本知识,因为在本课程中,我们不教授软件本身,而是教授角色和资产创建的基础知识以及制作的完整工作流程它准备生产。

要点:

– 了解 Maya 和 Zbrush 中硬表面和有机建模的关键元素。
– 能够屏蔽资产和道具以加快交互速度。
– 能够创建可用于生产的动画拓扑。
– 能够创建良好的 UV 集。
– 了解在 Substance 3D Painter 中使用程序化和更具艺术性的方法进行纹理化处理,但使用的技术也可以应用于 Mari 或其他纹理化软件。
– 了解资产创建的整个工作流程,不限于课程中使用的软件。

观看本课程后,人们可以期望能够使用与电影、电视制作、游戏和元宇宙相同的工作流程来创建任何类型的道具和 3D 资产。这是在行业中获得角色艺术家、建模师或纹理艺术家工作或制作成功的 3D 角色艺术作品过程中的关键因素。

我是来自阿根廷的设计师、3D 角色和资产艺术家,在 Dneg Vancouver 担任角色艺术家。我喜欢研究逼真的角色,并尝试在每件作品中突破自己的极限。我的两个主要个人项目是“Bedouin Elf”和“Alejandro – Gaucho Argentino”。有了 Bedouin Elf,我有幸入选了 Zbrush Summit 2020 Highlights,这给了我很多曝光率。感谢这个项目,我受邀与 Adob​​e Substance 3D Painter 合作,为 Substance 3D 杂志创作“Alejandro”。

我很高兴能与您分享我的工作流程,并帮助您在这个令人惊叹的角色创作世界中迈出第一步。

Duration 19h 16m Project Files Included MP4

Title: CGCircuit – Realistic Character Props

Info:
Description

In this online course, the viewer will learn how to create realistic props and assets ready for production using Maya, Zbrush and Substance Painter. We will go through some basics of modeling for a production environment while working on the assets. Using as an example our character from the previous courses we will create all the props and assets, we will model with proper topology, sculpt on them and texture them to get them ready to be animated and to add them in a production pipeline.
This course has been designed for beginner and intermediate students with a passion for realism and 3D characters in general. This is the 5th of a series of tutorials where we will create a full 3D character ready for production. For this course, you will need to have a basic previous knowledge of Maya, Zbrush and Substance 3D Painter as in this course, we don’t teach the software itself but the fundamentals of the creation of characters and assets and the full workflow to make it ready for production.

Key takeaways:

– Understanding of the key elements of Hardsurface and organic modeling in Maya and Zbrush.
– Ability to block out assets and props for faster interaction.
– Ability to create an animatable topology ready for production.
– bility to create good sets of UVs.
– Understanding of a texturing process using procedural and more artistic approaches in Substance 3D Painter, but with techniques that can be applied also in Mari or other texturing software.
– Understanding of the entire workflow of asset creating, not limited to the software used in the course.

After viewing this course, people can expect to be able to create any kind of props and 3D assets using the same workflow used for film, TV production, games and the metaverse. This is a key element in the process of getting a job as a Character Artist, modeler or texturing artist in the industry or just to make successful 3D character art pieces.

I am a designer, 3D Character and asset artist from Argentina working as a Character Artist in Dneg Vancouver. I love to work on realistic characters and I try to push my limits in each piece. Two of my main personal projects were the “Bedouin Elf ” and ‘’Alejandro – Gaucho Argentino’’. With the Bedouin Elf, I was lucky enough to get it selected on the Zbrush Summit 2020 Highlights and that gave me a lot of exposure. Thanks to this project I was invited to collaborate with Adobe Substance 3D Painter to create ‘’Alejandro’’ for the Substance 3D Magazine.

I am excited about sharing my workflow with you and helping you to get the first steps in this amazing world of character creation.

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原创文章,作者:steven,如若转载,请注明出处:https://rr3d.cn/39599.html

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