ASTRAY Environment Building Workflow in Blender

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本 Blender 课程将引导您逐步创建一个幽灵般的幻想环境。
创建:岩石、草地、树木,适用于任何户外场景。
实践:建模、纹理、表面处理、照明、渲染。
探索:资源库、几何节点。

你会学到什么?
将 2D 艺术转化为 3D 环境
使您自己的自然资源库适用于任何户外场景
建造您可以自定义的小屋以建造各种房屋
能够从头到尾创建自然
场景
使用你的相机展示你的场景
下一步:在 Blender 中创建你自己的史诗世界

第 1 章:预生产和代理构建
乍一看,您会看到 Nathan Proffitt(课程作者的兄弟)的一幅画。仔细观察……并为您的 3d 世界找到资产。

调出这些资产并为诡异的 3d 环境构建代理。

第 2 章:创建植物
在本章中,您将创建岩石、树木和草地。这些对于您将来制作的任何户外场景都是必不可少的。

我们将对整个户外资产库进行建模、纹理和雕刻,准备好放入我们的场景中。

第 3 章:建造可怕的小屋
在梦幻般的树林中散步的地方是一座破旧的小屋。一起建造它就像在公园里散步一样。

不过说真的。我们将深入研究木板和门、甲板、窗户、屋顶、门廊和天篷,以构建我们故事的核心。

第 4 章:Look Dev
在这里,我们将深入了解小屋、灯笼和景观的所有细节,让我们的环境栩栩如生……或者更恰当地说,让我们死去。

第 5 章:散布和设置装饰
现在是填充我们的环境并设置场景的时候了。我们将致力于分散和利用光线投射节点来随机化环境中的元素和资产。当然,是以一种非常有意的方式。

第 6 章:渲染和合成
照明可以成就或破坏你的场景——在这一章中,我们将照亮我们的场景以达到戏剧效果。

我们将处理世界和关键灯以及背景灯和重点灯。挑战:创造一个闪耀的黑暗环境。

CGCookie – ASTRAY Environment Building Workflow in Blender

Info:
This Blender course will lead you step-by-step through creating a spooky fantasy environment.
Create: Rocks, Grass, Trees, useful for any outdoor scene.
Practice: Modeling, Texturing, Surfacing, Lighting, Rendering.
Explore: Asset Library, Geometry Nodes.

What will you learn?
translate 2d art into a 3d environment
make your own library of nature assets useful for any outdoor scene
build a hut you can customize to build various houses
the ability to create nature scenes from start to finish
knowing how to make your scene shine with the best lighting
using your camera to present your scene
next step: creating your own epic worlds in Blender

Chapter 1: Pre-Production & Proxy Build
At first glance, you see a painting by Nathan Proffitt (the course author’s brother). Look closer…and find assets for your 3d world.

Call out those assets and build proxies for a spooky 3d environment.

Chapter 2: Creating Foliage
In this chapter you will create rocks, trees, and grass. These are essentials for any outdoor scene you will make in the future.

We’ll model, texture and sculpt our way to an entire library of outdoor assets, ready to drop into our scene.

Chapter 3: Building The Scary Hut
In the midst of what might otherwise be a walk in the dreamy woods is a ram-shackled hut. It’ll be a walk in the park to build it together.

Seriously, though. We’ll dig into the planks and door, the deck, windows, roof, porch and canopy to build the centerpiece of our story.

Chapter 4: Look Dev
Here we go into all the details of our hut, the lantern and the landscape to bring our environment to life…or, more fittingly, to death.

Chapter 5: Scatter & Set Dressing
It’s time to populate our environment and set the scene. We’ll be working on scattering and utilizing raycast node to randomize the elements and assets within the environment. In a very intentional way, of course.

Chapter 6: Rendering & Compositing
Lighting can make or break your scene – and in this chapter, we’ll light our scene for theatrical quality.

We’ll tackle to world and key lights as well as the background and accent lights. The challenge: create a dark environment that shines.

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