Creating A Sci-Fi Pistol For Games

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了解如何创建用于游戏制作的科幻手枪。Riot Games 的副艺术总监 Sean Marino 分享了他为游戏武器资产建模的工作流程,从最初的概念开始,参考经典射击游戏,为模型建立了总体风格目标。

这项工作从 Maya 开始,Sean 演示了如何创建武器的粗略模型,使用该概念作为起始指南,并在需要时采取艺术自由来调整模型。然后将模型引入 ZBrush,其中应用一些硬表面雕刻工作来创建最终的高多边形模型。准备好高分辨率模型后,Sean 将所有内容放入 Rizom UV Layout 中,以打开 UV 包装并使用 Marmoset Toolbag 烘焙所有内容。

作为该过程的最后一步,Sean 打开 Substance Painter 来介绍创建主材质模板的有用基础知识,然后再深入细节工作以生成武器的最终外观。

Sean 拥有十多年专注于硬表面和武器设计的经验,他的研讨会旨在分享他专业的、经过尝试和测试的武器建模生产方法。虽然他的工作流程确实使用特定的软件,但他分享的决策和工作流程可以应用于您选择的软件。通过完成研讨会,您将掌握为第一人称或第三人称游戏创建高度详细的武器的知识。

本次研讨会上的概念艺术由 Eldar Safi 创作,经 Forgeborne Games LLC 许可用于棋盘游戏《Terminus Frontier》。

时长:142 分钟

格式:高清1920×1080

00. 预览
01. 参考和样式概述
02. 模型草图
03. 中多边形细节
04. ZBrush 中的高多边形
05. 低多边形游戏网格
06. UV 和烘焙
07. 纹理部分 1:基础材质
08. 纹理部分2:细节

Duration 2h 22m Project Files Included MP4

Title: The Gnomon Workshop – Creating A Sci-Fi Pistol For Games

Info:
DESCRIPTION
Learn how to create a sci-fi pistol for game production. Sean Marino, Associate Art Director at Riot Games, shares his workflow for modeling a weapon asset for games, starting from an initial concept and working in references of classic shooters to establish a general style target for the model.

The work begins in Maya, where Sean demonstrates how to create a rough block-out of the weapon, using the concept as a starting guide and taking artistic liberties to adjust the model where needed. The model is then taken into ZBrush, where some hard-surface sculpting work is applied to create a final high-poly model. With the high-res model ready, Sean takes everything into Rizom UV Layout to unwrap and unpack the UVs and bake everything using Marmoset Toolbag.

As the final step of the process, Sean opens up Substance Painter to cover the helpful basics of creating a master material template before diving deep into the detailing work to generate the final look of the weapon.

With over a decade of experience focused on hard-surface and weapon design, Sean’s workshop aims to share his professional, tried-and-tested approach to modeling weapons for production. While his workflow does use specific software, the decision-making and workflow he shares can be applied to the software of your choice. By completing the workshop, you will have the knowledge to create highly detailed weapons for first or third-person games.

The concept art featured in this workshop is by Eldar Safi , used with permission from Forgeborne Games LLC for the board gameTerminus Frontier.

Duration: 142 Minutes

Format: HD 1920×1080

00. Preview
01. References & Style Overview
02. Model Blockout
03. Mid-Poly Detail
04. High-Poly in ZBrush
05. Low-Poly Game Mesh
06. UVs & Baking
07. Texturing Part 1: Base Material
08. Texturing Part 2: Detailing

SOFTWARE USED
Maya, ZBrush, Marmoset Toolbag, Substance Painter

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