
本教程是关于Blender游戏资产硬表面建模工作流程视频教程,时长:22小时,大小:16.4 GB,格式:MP4高清视频格式,教程使用软件:Blender,作者:3D Tudor Neil Bettison,共129个章节。
游戏资产并不难创建,但它们很难理解。
这就是我们制作这个课程的原因–消除这种困惑,并向你展示一个无缝的工作流程。
因此,让我们讨论一下:游戏资产制作有多难?
归根结底,这取决于你的模型的复杂性和你喜欢的工作流程。
一般来说,你只需要遵循这一套简单的步骤。
1. 建模
2. 从高聚物到低聚物
3. 解除包装
4. 三角测量
5. 贴图烘烤
6. 纹理处理
7. 输出到游戏引擎
8. 作品集展示
如果你能掌握所有这些步骤,你应该不会有任何问题。
这在纸面上看起来很容易,但要正确设计这些资产,必须采用很多技巧和技术,这就是本课程的全部内容。
我们花了相当多的时间来拼凑适当的工作流程,这些工作流程不仅适用于布尔运算,还适用于ngon和基于加权法线的网格。
四维工作流程一直被大力宣扬,但我们在这里要告诉你,在处理硬表面网格时,它不仅效率低,而且更耗时。
本课程将告诉你处理拓扑结构的正确方法,无论你采用的是基于四边形的工作流程还是我们首选的基于布尔斜面的工作流程。
– 两个完整的硬表面游戏资产工作流程
– 建模、优化、高低多边形、解包、三角测量、地图烘烤、贴图、虚幻引擎和专业级作品集展示工作流程。
– 22小时的视频内容
Duration 22h Project Files Included MP4
Title: Gumroad – The BlenderBros Hard Surface Game Asset Course
Info:
A comprehensive, must-have course for the creation of two studio-quality hard surface game assets.
What you’ll get:
• Two complete hard-surface game asset workflows
• Modeling, optimization, high-to-low poly, unwrapping, triangulation, map baking, texturing, Unreal Engine and pro-level portfolio presentation workflow.
The Idea
Game assets are not difficult to create, but they are difficult to understand.
That’s why we made this course – to remove that confusion and show you a seamless (pun has left the chat) workflow.
So let’s discuss the elephant in the room: how difficult are game assets?
Ultimately, it depends on the complexity of your model and your preferred workflow.
Generally, you only need to follow this simple set of steps:
1. Modeling
2. High to Low Poly
3. Unwrapping
4. Triangulation
5. Map baking
6. Texturing
7. Export into Game Engine
8. Portfolio Presentation
If you can master all of these steps, you shouldn’t have any trouble.
It looks easy on paper, but there are a lot of tricks and techniques one must employ to design these assets properly, and that is what this course is all about.
We spent a considerable amount of time piecing together appropriate workflows that work not only with booleans, but also ngon and weighted normal-based meshes.
The quad workflow was always heavily preached, but we’re here to tell you that not only is it inefficient when dealing with hard-surface meshes, it is also more time consuming.
This course will show you the proper way to handle topology, regardless of whether you employ quad-based workflows or our preferred boolean-bevel based workflow.
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