
这个为期三小时的研讨会教授如何创建具有可以随着电影或游戏中的故事而演变的角色和个性特征的生物设计。伊恩·乔伊纳 (Ian Joyner) 拥有超过 15 年为 Marvel Studios 等公司设计角色和生物的行业经验,展示了他完整的设计工作流程,重点关注可信的解剖结构、历史和故事的重要性。
该课程从最重要的参考资料收集阶段开始,使用免费的在线工具 PureRef,以及如何创建有助于集中精力和指导工作的角色概要。为本次研讨会确定太空海盗、赏金猎人风格的角色后,Ian 开始在 ZBrush 中从一个简单的球体进行雕刻。伊恩在雕刻时融合了动物和人类元素,讨论了他最值得信赖的工具和画笔,并在将角色的头部和躯干构建为完全实现的模型时分享了笔记和行业技巧。
接下来进入 Photoshop,Ian 展示了如何在 2D 中探索服装设计,然后再以 3D 进行雕刻。使用 ZBrush 中的遮罩技术,Ian 将角色的盔甲打造为一个整体。他还详细介绍了如何使用 KeyShot 作为管道的一部分来渲染图像,然后在 Photoshop 中绘制图像以进行进一步的设计和颜色探索。然后教授 Blender 作为重新拓扑硬表面装甲部件的主要工具,以及如何使用 ZBrush 自己的重新拓扑工具。
一旦对最终的雕刻效果感到满意,KeyShot 将用于渲染角色,然后最后一次将其导入 Photoshop。在这里,最终的涂装将设计转化为电影或游戏就绪的概念,准备呈现给客户或导演。
时长:182 分钟
格式:HD 1920×1080
章节列表
00. 预览
01. 简介
02. 建模
03. 服装
04. 细节设计 — 第 1 部分
05. 细节设计 — 第 2 部分
06. 姿势 — 第 1 部分
07. 姿势 — 第 2 部分
08. Photoshop
使用的软件
Blender、ZBrush、Photoshop、KeyShot
Duration 3h 2m MP4
Title: The Gnomon Workshop – How To Make A Creature With Character
Info:
This three-hour workshop teaches how to create a creature design with the kind of character and personality traits that can evolve with a story throughout a movie or game. With over 15 years of industry experience designing characters and creatures for Marvel Studios and many more, Ian Joyner presents his complete design workflow with a focus on the importance of believable anatomy, history, and story.
The class begins with the all-important reference-gathering stage using the free online tool, PureRef, as well as how to create a character synopsis that can help focus and guide efforts. Deciding on a space-pirate, bounty-hunter-style character for this workshop, Ian kicks off the sculpting in ZBrush, working from a simple sphere. Fusing animal and human elements as he sculpts, Ian discusses his most-trusted tools and brushes, and shares notes and industry tips as he builds out the character’s head and torso into a fully realized model.
Moving into Photoshop next, Ian shows how costume designs can be explored in 2D before sculpting them in 3D. Using masking techniques in ZBrush, Ian builds up armor over the character as one piece. He also details how KeyShot can be used as part of the pipeline to render images that can be painted over in Photoshop for further design and color exploration. Blender is then taught as the main tool for retopologizing the hard-surface armor parts as well as how to use ZBrush’s own retopology tools.
Once satisfied with the final pass on the sculpt, KeyShot is used to render out the character before taking it into Photoshop for the last time. Here, the final paint-over takes the design through to a film- or game-ready concept ready to present to a client or director.
Duration: 182 Minutes
Format: HD 1920×1080
CHAPTER LIST
00. Preview
01. Introduction
02. Modeling
03. Costume
04. Detailing — Part 1
05. Detailing — Part 2
06. Posing — Part 1
07. Posing — Part 2
08. Photoshop
SOFTWARE USED
Blender, ZBrush, Photoshop, KeyShot
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