在本课程中,跟随专业角色艺术家学习 AAA 角色创建、重拓扑、纹理和渲染的深度教程。跟随我们一起学习创建高质量游戏角色的整个流程,包括重拓扑、UV 展开、纹理烘焙、纹理添加、发卡生成、放置、摆姿势以及在 Marmoset Toolbag 中进行渲染。
请注意,高多边形建模在单独的教程课程中介绍。(该课程可以在我们的商店找到)
3DsMax、Blender、Substance Painter 和 Marmoset Toolbag 4
在本课程中,你将学习如何使用各种行业标准软件包创建高质量的 3D 角色。重新拓扑和 UV 映射将在 3DsMax 中进行。
然而,所使用的技术是通用的,也可以应用于其他 3D 建模软件。烘焙将在 Marmoset Toolbag 中完成,纹理将在 Substance Painter 中完成。我们将使用 Actorcore Accurig 创建一个简单的姿势绑定,并在 Blender 中进行调整。我们将在 Blender 中生成头发卡片,并在 Marmoset Toolbag 4 中渲染最终模型。
ZBrush 也将用于一些短片段,但对于本课程来说它不是必需的。
完成本课程后,您将掌握创建高质量角色(例如图片和预告片中的角色)所需的所有技巧。这些技巧通用,几乎可以应用于任何角色。
90+小时!
本课程包含超过 90 小时的宝贵内容。您将能够跟随整个流程的每个步骤,我们将指导您完成创建高质量角色的每个阶段。请注意,一些重复性任务将采用延时拍摄,但我们也添加了这些部分的实时素材作为附加内容。
我们将首先深入探讨重新拓扑,确保拓扑结构可用于动画,且多边形数量符合当前 AAA 标准。然后,我们将学习 UV 映射,创建高效且易于使用的 UV。重新拓扑和 UV 映射都将在 3DsMax 中讲解。
接下来,我们将使用 Marmoset Toolbag 将所有高多边形网格烘焙到低多边形版本。之后,我们将使用 Accurig 自动生成绑定,然后使用 Blender 调整绑定的姿势,确保一切看起来完美无缺。
模型摆好姿势后,我们会在 Marmoset Toolbag 中设置渲染场景,并在 Substance Painter 中开始纹理绘制。这样我们就能实时检查纹理的效果。纹理绘制完成约 80% 后,我们会在 Marmoset 中设置着色器,以实现逼真的皮肤、眼睛和布料渲染,然后再返回 Substance Painter 完成纹理绘制。
最后,我们将使用 Blender 粒子系统生成头发,然后在 Marmoset 中将其烘焙成纹理,用作头发卡片。头发卡片将被放入 Blender 中,角色就可以渲染用于作品集拍摄了。
课程结束时,您将获得丰富的知识和技能,可以运用这些知识和技能在任何 3D 建模软件中创建高质量的角色。

Otas Tumelis | Duration: 97:34 h | Video: H264 1920×1080 | Audio: AAC 44,1 kHz 2ch | 28,3 GB | Language: English
AAA Character Creation, Retopology, Texturing, and Rendering – In-Depth Tutorial Course
Learn from a professional character artist in this in-depth tutorial course on AAA Character Creation, Retopology, Texturing, and Rendering. Follow along as we cover the entire process of creating high-quality game characters, including retopology, UV unwrapping, texture baking, texturing, hair card generation, placement, posing, and rendering in Marmoset Toolbag.
Please note that modeling the high poly is covered in a separate tutorial course. (this course can be found on our store)
3DsMax, Blender, Substance Painter, and Marmoset Toolbag 4
During this course, you’ll learn how to create high-quality 3D characters using various industry-standard software packages. Retopology and UV mapping will be carried out in 3DsMax.
However, the techniques used are universal and can be applied to other 3D modeling software as well. Baking will be done in Marmoset Toolbag, and texturing will be done in Substance Painter. We’ll create a simple rig for posing with Actorcore Accurig, which we’ll adjust in Blender. We’ll generate hair cards in Blender and render the final model in Marmoset Toolbag 4,
ZBrush will also be used for a few short segments, but it’s not essential for this course.
By the end of this course, you’ll have learned all the techniques necessary to create high-quality characters like those you see in the images and trailers. These techniques are universal and can be applied to almost any character.
90+ HOURS!
This course is packed with over 90+ hours of valuable content. You’ll be able to follow along with every step of the process, as we guide you through each stage of creating a high-quality character. Please note that some of the more repetitive tasks will be time-lapsed, but we’ve also included real-time footage of these sections as an add-on.
We’ll start by diving into retopology, ensuring that the topology is animation-ready and the poly count is in line with current AAA standards. We’ll then move on to UV mapping, creating efficient and easy-to-work-with UVs. Both retopology and UV mapping will be covered in 3DsMax.
Next, we’ll use Marmoset Toolbag to bake all the high-poly meshes to the low-poly versions. After that, we’ll auto-generate a rig using Accurig, and then use Blender to pose and adjust the rig to ensure that everything looks perfect.
Once the model is posed, we’ll set up the render scene in Marmoset Toolbag and begin texturing in Substance Painter. This will allow us to check how our textures look in real-time as we work. Once the texturing is roughly 80% complete, we’ll spend some time setting up shaders in Marmoset to achieve realistic skin, eye, and cloth rendering, before returning to Substance Painter to finish the textures.
Finally, we’ll use Blender particle systems to generate hair, which we’ll then bake down into textures in Marmoset for use as hair cards. The hair cards will be placed in Blender, and the character will be ready to render for portfolio shots.
By the end of the course, you’ll have gained a wealth of knowledge and skills that you can apply to create high-quality characters in any 3D modeling software.
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