The Gnomon Workshop – Creating Foliage for Videogames: SpeedTree, Maya, ZBrush, Substance & UE5 Workflow

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了解如何使用手工制作的模型和纹理从头开始创建游戏就绪的树叶资源。由高级环境艺术家 Colin Valek 举办的研讨会将为您提供使用 SpeedTree 创建树木和地被植被的全面指南,这些植被可用于构建郁郁葱葱且美丽的游戏环境。

本研讨会面向具有一定使用 SpeedTree、Maya、ZBrush、Substance Designer 和 Unreal Engine 工作知识的中级艺术家。了解有关植物资源艺术指导的专业技巧,以及在游戏中使用植物的技术注意事项。此外,您还将了解在投入详细工作之前快速阻止占位符资源的重要性。

这些章节介绍了使用 ZBrush 和 Maya 对高度详细的植物模型进行雕刻和纹理化的过程。然后使用 Substance Designer 将这些植物模型烘焙到纹理图集中,最后在 SpeedTree 中组装成树叶资源。最后,您将获得一些有关在虚幻引擎 5 中集成和填充树叶的技巧。

本次研讨会包括 Colin 的英雄树、草、花和三叶草的 SpeedTree 项目文件。

Colin Valek | Duration: 3:29 h | Video: HVC1 1920×1080 | Audio: AAC 48 kHz 2ch | 2,47 GB | Language: English

Learn how to create game-ready foliage assets from scratch using hand-crafted models and textures. This workshop by Senior Environment Artist Colin Valek will give you a comprehensive guide to using SpeedTree to create trees and groundcover vegetation that can be used to build lush and beautiful game environments.

This workshop is intended for intermediate-level artists with some prior knowledge of working with SpeedTree, Maya, ZBrush, Substance Designer, and Unreal Engine. Learn professional tips about the art direction of foliage assets, as well as technical considerations for using foliage in games. Also, you will go over the importance of quickly blocking placeholder assets before committing to detail work.

The chapters work through the process of sculpting and texturing highly detailed plant models using ZBrush and Maya. These plant models are then baked down onto texture atlases using Substance Designer and finally assembled into foliage assets within SpeedTree. Lastly, you’ll be given some tips on integrating and populating foliage in Unreal Engine 5.

Included with this workshop are Colin’s SpeedTree project files for the hero tree, grass, flowers, and clovers.

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