The Gnomon Workshop – Creating a High-Fidelity Hero Building

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学习各种专业技术和方法,创建优化、精确、多功能的 3D 建筑模型,并使用非破坏性和适应性强的工作流程在 Substance Painter 中使用智能材质对其进行纹理化。虽然本教程主要面向中级视觉特效艺术家,但各个级别和学科的艺术家都会喜欢学习所演示的高效新工作流程。

在 Dmitry Kremiansky 举办的这个为期 7 小时的研讨会中,他利用自己在顶级工作室工作 8 年多的行业经验,指导如何创建高度优化、精确且多功能的模型。由于他的技术是通用的,无论您是 Maya 用户还是使用其他 3D 软件,本次研讨会中分享的知识都可以转移到 3ds Max 和 Blender,最终旨在帮助您提高输出质量。

本次研讨会的重点之一是使用锚点、手动通道和 UDIMS 在 Substance Painter 中创建真正的“智能材质”。 Dmitry 还展示了如何使用非破坏性和高度适应性的工作流程以多个增量创建纹理,从而实现跨部门更好的沟通。

虽然本教程是使用视觉特效和电影工作流程创建的(因此主要针对从事建筑物和人造结构工作的中级通才和环境艺术家),但无论您是从事视觉效果还是游戏工作,所分享的技术都将很有用。我们的目标是让所有从事概念、建模、外观开发和灯光工作的艺术家都能从本次研讨会中受益,学习新的强大的建模、UV 和纹理工作流程,并制定健康的实践,在工作室流程中创建详细的英雄资产。

Duration 6h 58m MP4

Title: The Gnomon Workshop – Creating a High-Fidelity Hero Building

Info:
Learn various professional techniques and approaches to create an optimized, precise, versatile 3D building model and texture it with smart materials in Substance Painter using non-destructive and adaptable workflows. While this tutorial is mainly oriented at intermediate VFX artists, artists of all levels and disciplines will enjoy learning the efficient new workflows demonstrated.

In this 7-hour workshop by Dmitry Kremiansky, he pulls from his 8-plus years of experience in the industry working at top studios to instruct how to create highly optimized, precise, and versatile models. Since his techniques are universal, whether you’re a Maya user or work with other 3D software, the knowledge shared in this workshop is transferable to 3ds Max and Blender and is ultimately intended to help you boost the quality of your output.

One focus of this workshop is creating truly “smart materials” in Substance Painter using anchor points, manual channels, and UDIMS. Dmitry also shows how to create textures in multiple increments that allow better communication across departments, using non-destructive and highly adaptable workflows.

While this tutorial is created using VFX and cinematics workflows — therefore mainly targeting intermediate generalists and environment artists working on buildings and man-made structures — the techniques shared will be useful whether you’re working in visual effects or games. The goal is for all artists working in concept, modeling, look dev, and lighting to benefit from this workshop and learn new robust modeling, UV, and texturing workflows, plus develop healthy practices to create detailed hero assets in a studio pipeline.

SOFTWARE USED
Maya Substance Designer Substance Painter V-Ray

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