使用 Substance 3D Modeler 和 Blender 设计 3D 武器游戏资产。这个时长 5.5 小时的研讨会首先介绍如何使用 Substance 3D Modeler 作为 VR 设计工作流程的一部分,然后继续介绍中级和高级 Blender 技术。无论您是想为 VR 工作流程创建游戏资产、开发 Blender 工作流程、温习我们的硬表面设计理论,还是学习一般概念艺术,本次研讨会都将为您提供设计高质量作品的深刻见解。游戏资产。

教练 Bryant Momo Koshu 首先使用 Substance 3D Modeler 绘制所有初始概念草图,然后进入 Blender,在那里完成所有造型的细化。您将学习如何在 Blender 中重新拓扑硬表面资源,并发现 Bryant 最受好评的 Blender 插件,以实现高效的设计工作流程。他还将讨论使用节点的纹理以及如何为模型制作动画,同时讨论他的行业经验,以帮助您了解他的设计决策背后的重要理论。
通过完成本次研讨会,您将对在 VR 中进行雕刻充满信心,并获得各种技术来开发您的 Blender 工作流程,当涉及到硬表面设计时,无论是专门用于武器资产还是大型项目。 Bryant 的 FBX 和 Blender 文件包含在本次研讨会中,供订阅者下载。
Bryant Momo Koshu | Duration: 5:55 h | Video: H264 1920×1080 | Audio: AAC 44,1 kHz 2ch | 5,23 GB | Language: English
Design 3D weapon game assets using Substance 3D Modeler and Blender. This 5.5-hour workshop begins with an introduction to using Substance 3D Modeler as part of a VR design workflow and continues with intermediate and advanced-level Blender techniques. Whether you’re looking to create game assets for a VR workflow, develop your Blender workflow, brush up on our hard-surface design theory, or learn concept art in general, this workshop will provide you with a great insight into designing high-quality assets for games.
Instructor Bryant Momo Koshu begins with all the initial concept sketching using Substance 3D Modeler before moving into Blender where all the refinement of the sculpt is done. You’ll learn how to retopologize hard-surface assets in Blender, and discover Bryant’s top-rated addons for Blender for an efficient design workflow. He’ll also discuss texturing using nodes and how to animate the model, all the while discussing his industry experiences to help you understand the important theory behind his design decisions.
By completing this workshop, you will feel confident sculpting in VR and have gained various techniques to develop your Blender workflow when it comes to hard-surface design, whether specifically for weapon assets or for bigger projects. Bryant’s FBX and Blender files are included with this workshop for subscribers to download.
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