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所在平台: Udemy |
课程主页: https://www.udemy.com/course/3dmotive-model-a-complex-3d-scifi-ship-with-maya-and-zbrush/
课程评论:没有评论
本课程《使用 Maya 和 ZBrush 建模复杂的 3D 科幻飞船》旨在教授学员如何使用两种强大的 3D 建模软件来创造细节丰富、具有未来科技感的科幻飞船。 课程首先在 Maya 中使用边沿挤压(edge extrusion)方法创建基础模型,强调简洁的工具使用和有效的边沿循环(edge loops)对于创建高质量、过渡平滑的模型至关重要。 随后,模型将被导入 ZBrush 进行进一步的精细化处理。在 ZBrush 中,学员将学习如何利用多边形分组(polygroups)来简化对称细节和保持模型整洁。插入多重网格(IMM)笔刷被强调为添加“greebles”(装饰性细节)和硬表面配件的关键工具。 课程还将深入介绍 ZBrush 的 Live Boolean 功能,用于创建复杂的嵌入式切割和布尔运算形状,为飞船增添更多未来主义设计元素。通过结合 IMM 笔刷和 Live Boolean 等工具,学员可以显著提高模型细节填充的效率,从而满足紧迫的生产截止日期。 此外,课程还会教授使用 Slice Curves 创建多边形分组,并结合 Curve Functions 功能创建精确贴合这些分组边缘的框架网格,最终打造出细节丰富且精炼的科幻飞船模型。 授课讲师 Stephen G. Wells 拥有 25 年的视频游戏开发和娱乐行业经验,精通多种程序和生产流程,并以高效、规整的工作方式著称。他乐于分享其丰富经验,帮助学生深入理解和欣赏 3D 计算机艺术的各个方面。
In the Scifi Ship Series, we'll sart by creating simple shapes via edge extrusion in Maya, as it's one of the easiest methods to create viable meshes. When creating meshes in Maya, the fewer tools you use, generally, is the better your end result because you end up focusing on the best aspects of the tools to create what you need. Edge loops for better subdivisions are paramount when working with models that are going to be more than just 'game ready' (low poly) and will help create cleaner beveling when the mesh smoothes as opposed to subdividing without edge loops. Once the mesh has been imported into ZBrush, proper usage of polygroups will assist in mirrored details and overall cleanliness. IMM (InsertMultiMesh) Brushes are vital to helping to add the 'greebles' and accessories to hard surfaces to add interest. LiveBoolean is a new tool that's paramount in creating inset cuts and booleaned shapes within the ZBrush subtools to add more futuristic details to parts of the sci-fi spaceship. When combining tools in ZBrush, like IMM brushes with LiveBooleans, the speed at which the model is populated with details is greatly decreased, which helps with tight deadlines in production. Add in using Slice Curves to add polygroups to a mesh with Curve Functions to create frame meshes that follow the seam of the polygroups precisely, and the end results are a model that looks thoroughly populated yet futuristically refined. More about the Instructor:Having 25 years of experience in the video game development/entertainment arenas, Stephen G. Wells is well versed in a variety of programs and production pipelines and strives to work as cleanly and efficiently as possible. Having done pretty much everything, he enjoys getting to share his knowledge and experience in the hopes that he can help students gain a better understanding and appreciation of what 3D computer art (in all its varying forms) has to offer.