
为实时游戏项目创建资产比以往任何时候都更加直观和简化。通过将整个过程分解为易于理解的部分,我们可以专注于创作过程中最重要的部分,同时保持非破坏性,并在整个过程中对改进持开放态度,直到我们最终的烘烤。在本游戏道具创建简介中,高级环境艺术家 Nick Reynolds 从基本原理开始,到构建科幻车辆的最终低多边形模型,检查了流程的每个步骤。从使用简单基元的易于理解的讲座开始,Nick 解释了如何从高多边形模型中获取详细信息并将其烘焙到纹理中以用于优化的低多边形对象。一旦基本面被全面检查,然后使用 Maya、ZBrush、Substance Painter、Marmoset Toolbag 和 xNormal 在复杂模型上实践展示课程。最后,观众将全面了解如何从头到尾创建自己的游戏资产,并自信地通过所有步骤和障碍,为您的实时游戏项目取得出色的最终结果。
Nick Reynolds | Duration: 7:23 h | Video: H264 1920×1016 | Audio: AAC 44,1 kHz 2ch | 5,90 GB | Language: English
Creating assets for real-time game projects has become more intuitive and streamlined than ever. By breaking down the entire process into easily digestible sections, we can focus on the most important parts in the creative process while staying non-destructive and open to improvements all the way through to our final bakes. In this introduction to creating props for games, senior environment artist Nick Reynolds examines each step of the process starting with the basic fundamentals and building up to a final low poly model of a sci-fi vehicle. Beginning with easy to follow lectures using simple primitives, Nick explains how you can take detailed information from your high poly models and bake it into a texture for use on an optimized low poly object. Once the fundamentals are fully examined, the lessons are then shown in practice on a complex model using Maya, ZBrush, Substance Painter, Marmoset Toolbag and xNormal. In the end, viewers will have a full understanding of how to create their own game assets from start to finish, moving forward with confidence through all of the steps and hurdles involved in getting a great end result for your real-time game project.

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