Building a Stylized Environment, Volume 1 2

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在本系列中,Naughty Dog 的环境建模师 Martin Teichmann 将带您了解他完整的制作工作流程,以构建风格化的游戏就绪环境;这一过程不仅需要技术和艺术知识,还需要洞察游戏机制,以便为玩家提供最佳体验。

在第一卷Martin 将指导您完成他的构思过程、参考资料收集和大型环境开发的初始阶段。他在 3dsMax 中创建了一个有意义的块网格,然后可以将其转换为模块,将环境创建过程拆分为小任务。Martin 以拱形模块为例,通过 3dsMax 中的低多边形建模和纹理、ZBrush 中的高多边形雕刻以及 Substance Designer 中的纹理生成演示了资产的创建。需要基本的软件知识,因为研讨会主要侧重于工作流程和独特艺术风格的发展。最后,学生将对游戏环境的布局和早期制作过程有一个透彻的了解,并为第二卷做好准备,其中 Martin 将着手处理地形、岩石和树叶。

在第二卷中,Martin 将指导您根据第一卷中创建的参考和块网格创建详细游戏环境所需的岩石和植被资产。他介绍了 ZBrush 中高多边形岩石的建模过程,如何使用 3dsMax 创建低多边形,然后使用 Substance Designer 创建岩石纹理。资产被导入到虚幻引擎中,在虚幻引擎中处理材质创建以及 Rock LOD。Martin 在 Photoshop 和 3dsMax 中创建风格化的树木,将它们导入 Unreal 并演示使用顶点动画制作动画树叶的技术设置。在本卷结束时,您应该对有机资产创建有很好的理解。

Martin Teichmann | Duration: 7:05 h | Video: H264 1920×1080 | Audio: AAC 44,1 kHz 2ch | 8,77 GB | Language: English

In this series, Martin Teichmann, Environment Modeler at Naughty Dog, takes you through his complete production workflow to build a stylized game ready environment; a process that requires not only technical and artistic knowledge, but also insight into the mechanics of game play in order to deliver the best experience for the player.

Infirst volume Martin guides you through his ideation process, reference gathering and the initial stages of development for a large environment. He creates a meaningful block mesh in 3dsMax which can then be turned into modules to split the environment creation process into small tasks. Using the example of an arch module, Martin demonstrates the asset’s creation through low-poly modeling and texturing in 3dsMax, hi-poly sculpting in ZBrush and texture generation in Substance Designer. Basic software knowledge is required as the workshop primarily focuses on workflow and the development of a unique art style. At the end, students will have a thorough understanding of the layout and early production process for game environments, and be ready for volume two where Martin moves on to the terrain, rocks and foliage.

Insecond volume, Martin guides you through the creation of the rock and vegetation assets needed for a detailed game environment based off the references and block meshes created in Volume One. He covers the modeling process for high-poly rocks in ZBrush, how to create the low-poly using 3dsMax, then creates the rock textures using Substance Designer. Assets are imported into Unreal where material creation is addressed as well as Rock LODs. Martin creates the stylized trees in Photoshop and 3dsMax, imports them into Unreal and demonstrates the technical setup for animated foliage using vertex animation. At the end of this volume, you should have a good understanding of organic asset creation.

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