逼真幻想游戏环境创建流程视频教程Realistic Fantasy Game Environment Creation

逼真幻想游戏环境创建流程视频教程Realistic Fantasy Game Environment Creation

在本课程中,我们将使用Maya,Zbrush,Substance painter and designer,一点点photoshop,八猴marmoset工具箱,Speedtree和unreal engine 4。

现在,本教程面向中级艺术家,这些艺术家已经熟悉我刚才提到的工具,但只想学习创建视频游戏环境的工作流程和技术。

作为一个简短的概述。本课程开始时,我们将回顾我们的参考资料,并讨论如何创建这个环境。然后,我们将从制作一个漂亮的环境块开始,这样我们就可以精确地缩放和合成。我们将首先关注岩石,因为它们是本教程的主要组成部分之一。这意味着我们将将首先完成Zbrush的所有岩石雕刻。在maya中设置低多边形,在marmoset toolbag中烘焙岩石。然后我们将在substance designer中创建岩石材质,并在unreal engine中创建特殊材质,使岩石看起来令人惊叹。为此,我们还需要快速创建一个特殊的面具在物质油漆,这将给我们控制的污垢数量和岩石的亮点。

在我们完成所有这些之后,我们将继续我们的苔藓系统,因为这可能是这个环境中第二重要的事情。

我将开始创建一个苔藓材料内的材质设计器。

然后我会告诉你如何使用这种材料来创建程序苔藓和手工制作的所有岩石模糊苔藓。

最后,我们将开始设置我们的环境,做灯光和合成通行证。我们将在speedtree内部创建一些树叶,并将其放置在场景中。我们将创建我们的寺庙建筑连同特殊的瓷砖边缘损坏。一旦我们对整个环境感到满意,我将向您展示如何创建一些最终的公文包截图和飞越。

如果你遵循这个课程,你将有一个非常坚实的基础和技能来解决几乎任何一种游戏环境,不管它是有机的还是城市的。

MP4 | Video: h264, yuv420p, 1920×1080 | Audio: aac, 44100 Hz | Duration: 29.26 GB
Genre: eLearning | Language: English

For this course we will be using Maya, Zbrush, Substance painter and designer, a tiny little bit of photoshop, marmoset toolbag, Speedtree and unreal engine 4.
Now, this tutorial is targeted towards intermediate artists, these are artists who are already familiar with the tools I just mentioned but just want to learn the workflows and techniques to creating a video game environment.


As a quick little overview. We will start this course off with going over our reference and discussing on how we are going to create this environment We will then start by making a nice blockout of the environment so that we have accuracy in the scaling and composition.We will first focus on the rocks since those are one of the main components in this tutorial.This means we will first complete all the rock sculpts in Zbrush. Setup the low poly in maya and bake the rocks in marmoset toolbag.Then we will create a rock material inside of substance designer and a special material inside of unreal engine to make the rocks look amazing. For this we also need to quickly create a special mask in substance painter which will give us control over the dirt amount and highlights of the rocks.
After we have done all that we will move on to our moss system, since this is probably the second most important thing in this environment.
I will start by creating a moss material inside of substance designer.
Then I will show you how to use this material to create both procedural moss and hand made fuzzy moss for all your rocks.
Finally, we will start by setting up our environment, doing lighting and composition passes. We will create some foliage inside of speedtree and placing it in our scene. We will create our temple building along with special tileable edge damages. And once we are happy with the entire environment, I will show you how to create some final portfolio screenshots and flythroughs.
If you follow this course you will have a very solid foundation and skillset to tackle almost any kind of game environment, no matter if it is organic or urban.

1.Intro
2.Blockout and Sculpting
3.Materials, Unwrapping, and Baking
4.Moss, Floors, and Stones
5.Temple, Foliage and Bridge
6.Tweaks and Polishes

Homepage
QiLhbeRSp9W7lNHezcx6AFvmbmoMF5Z9
资源下载此资源仅限VIP下载,请先
本站资源仅限VIP会员下载点击购买VIP会员

原创文章,作者:steven,如若转载,请注明出处:https://rr3d.cn/9583.html

赞 (0)
steven的头像steven
上一篇 2021年5月16日
下一篇 2021年5月16日

相关推荐

发表回复

登录后才能评论
分享本页
返回顶部