Current Gen 3D Game Prop Production

所在平台: Coursera

课程主页: https://www.coursera.org/learn/3d-game-prop-production

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课程简介

课程名称:当前世代 3D 游戏道具制作 课程概述:在这门课程中,您将学习如何使用现代游戏艺术制作技术创建一个逼真的游戏道具。课程内容包括收集参考资料、生成基础模型、创建高多边形模型、将细节烘焙到低多边形模型上,以及为最终的作品进行纹理处理和呈现。本课程面向那些对3D和游戏艺术有一定了解的学生,旨在教授更高级的现代游戏资产创作技术。课程中将广泛使用 Maya、Zbrush、Marmoset 和 Substance Painter。在课程结束时,您将拥有一个基于现实世界道具的模型,适合在现代游戏引擎中使用。 课程大纲: 第1周:模型阻挡 描述:在项目开始时,选择一个模型对象,收集参考资料,并创建模型的初步粗略封装。目标是尽可能多地了解对象,以便开始建模。这一周的工作量相对较轻,请确保您充分掌握基础模块中的技能,因为后面的周次工作量将会更大。 第2周:中多边形模型阻挡 描述:在这一模块中,您将创建模型的形状。这个中多边形模型将不会有纹理,也不会被平滑成高分辨率模型。目标是在参考资料的基础上创建一个准确的网格,作为高和低多边形模型的起始点。这通常是过程中的最具挑战性的部分。 第3周:高多边形模型 描述:在这一模块中,您将使用低多边形块生成一个尽可能准确的高多边形网格。我们将结合细分建模进行制作。多边形数量没有限制,这个模型将不会进行UV展铺,只是用于生成游戏准备版本的纹理图。 第4周:低多边形模型 描述:在这一模块中,您将减少第2周中多边形模型的几何形状。这就是我们将进行UV展铺和烘焙图的模型。这个模型的目标是在使用比中多边形或高多边形模型更少的顶点的情况下,仍能保持对象的轮廓。 第5周:PBR纹理处理 描述:在这一模块中,您将使用低多边形模型通过烘焙纹理图添加高多边形模型中缺失的细节。您还将使用 Substance Painter 添加颜色、材质和高多边形中不存在的微细节。这是模型开始变得逼真的阶段。目标是通过纹理图将精心制作的模型赋予生机。 第6周:最终项目与展示 描述:最后一周将留给您更多的时间来打磨模型,并回去修复在制作过程中可能出现的问题。通常在项目结束时,您会意识到有些地方应该采用不同的方法。在接受上周项目的反馈后,提交最终的、适合作品集的版本。我们的目标是以最佳的外观完成课程。

课程大纲

Name:Week 1: Blocking-In Model

Description:To start the project we will choose an object to model, gather reference, and create a initial, rough block-in of the model. The goal is to understand as much about the object as we can before we start modeling. This will likely be the lightest workload of the course, so make sure to take the extra time to check over the essentials module and make sure you have mastered the skills covered there. Later weeks will be much more time-consuming.

Name:Week 2: Mid-Poly Block-In Model

Description:In this module you will work to create the form of your model. This mid-poly block-in will not be textured, nor smoothed into a high resolution model. The goal is to create a mesh that is accurate to your reference that can become the starting point for your high and low poly models. This is often the most challenging part of the process.

Name:Week 3: High-Poly Model

Description:In this module you will take the low poly block in and generate a high polygon mesh that is accurate to the real world model as possible. We will be using a combination of sub division modeling and . The sky is the limit with poly counts, this model will never be UV unwrapped, it will just be used to generate texture maps for the game-ready version.

Name:Week 4: Low-Poly Model

Description:In this module you will take the mid-poly model from week 2 and reduce the geometry. This is the model we will be UV unwrapping and baking maps to. The goal for this model is to still achieve the silhouette of our object while using fewer vertices than the mid or high poly model.

Name:Week 5: PBR Texturing

Description:In this module you will take your low-poly model and add back the missing detail from the high-poly by baking texture maps. You will also use Substance Painter to add color, material, and micro-details not present in the high poly. This is where the model will start to become photo-real. The goal here is to take a well crafted model and use texture maps to bring it to life.

Name:Week 6: Final Project and Presentation

Description:This last week is set aside for you to spend more time polishing you model and going back to fix any issues that might have popped up during production. Often you will get to the end of a project and realize there were things you should have approached differently. Taking the feedback you received from the previous week's project, resubmit a final, portfolio ready version of your work. Our goal is to finish the course with the best possible looking final result.

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课程详情

In this course you will learn to create a photo-real game prop using modern game art production techniques. You will gather reference, generate a base model, create a high polygon model, bake details onto a low poly model, and then texture and present a final portfolio piece. This course is aimed at students who have some knowledge in 3d and game art and would like to learn more advanced techniques employed in the creation of modern game assets. We will be using Maya, Zbrush, Marmoset, and Substance Painter extensively throughout the course. When you are finished you will have your own model based of of a real-world prop suitable for use in modern game engines.

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