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所在平台: Udemy |
课程主页: https://www.udemy.com/course/absolute-beginners-retopology-and-uv-unwrapping-in-3dsmax/
课程评论:没有评论
课程名称:3ds Max 零基础模型拓扑与UV展开 课程概述: 本课程旨在解决如何将ZBrush模型转换为动画就绪模型并为纹理化做准备的问题。你将学习如何进行模型拓扑(retopology),将数百万多边形模型精简至数千。课程将使用3ds Max内置的拓扑和UV展开工具,从一个简单的卡通角色入手,详细讲解模型拓扑方法、技巧和要点。随后,将学习UV展开,使角色能够顺利进行Substance Painter中的烘焙和纹理化(Substance Painter课程将独立进行)。 作为附加内容,课程还将演示如何对包含开口嘴巴的写实头部模型以及写实手部模型进行动画就绪的拓扑和UV展开。 课程内容涵盖: * ZBrush模型导出前的准备 * ZBrush模型导出与3ds Max导入 * 3ds Max拓扑所需的基础知识 * 角色拓扑的起点 * 拓扑的技巧与提示 * 3ds Max UV展开基础 * 高效、高质量角色UV展开的技巧 * 写实头部高模从ZBrush导出与3ds Max导入 * 制作含正确布线、适合动画的写实头部模型 * 制作良好、实用的头部UV贴图 * 人手模型拓扑 * 人手模型UV展开 * 在重复性工作中的一些随机的艺术性小技巧 课程流程: 课程将从ZBrush开始,学习如何组织、合并高精度模型并准备导出。然后,将对高精度模型进行抽面(decimate),以便在3ds Max中获得更好的性能。接着,我们将熟悉3ds Max的拓扑工具,并学习3ds Max的基础知识。之后,将从头部和角开始进行拓扑,然后处理手臂、肩膀、披风和腿等各个部分,同时分享拓扑方法和解决问题的思路。 随后,我们将学习3ds Max的UV展开功能,并逐块进行角色的UV展开,使用检查器纹理来验证。最终,将所有UV块像拼图一样在方形纹理空间中排列整齐。 接着,我们将导出写实头部模型到3ds Max,进行动画友好的拓扑,包括口腔内部。然后,对头部进行UV展开,还将学习如何利用ZBrush进行高效的UV展开。最后,对写实手部模型重复以上步骤。 本课程特别适合零基础的学习者,无需任何3ds Max使用经验。讲师坚持使用3ds Max进行所有拓扑和UV工作,并有信心证明其作为此目的的强大能力。 **(注意:本课程大纲中未提供额外的 Syllabus 部分。)**
You probably have always wondered, how to make your Zbrush models animation ready and prepare them for texturing? How to make this retopologizing step that everybody is talking about? How to make this jump from couple of million polygons to just a few thousand? All those questions, and more, will be answered in this course. My name is Niko, and i am a 3D character artist for more than a decade now. I have made numerous characters for numerous games. And for all of them i was using the style of retopologizing and UV mapping i will show you in this course. Using the retopology and UV unwrap tools that come default with 3ds Max, we will retopologize a simple cartoon character. We will then make it's UVs, so he is ready for baking and texturing in Substance painter (whch we will do separately in the Substance painter course). As a bonus i will show you how to retopologize and unwrap an animation ready realistic head with open mouth and also a realistic hand. In this course we will learn:Preparing your mesh in Zbrush for exportExporting your meshes from Zbrush and import them in 3dsMaxBaiscs of 3dsMax, needed for retopologyHow to start the retopology of a characterRetopologizing tricks and hintsBasics of 3dsMax UV unwrap Hints and tips on efficiant and quality unwraping of a characterExporting a high poly realistic head from Zbrush and importing in 3dsMaxRetopologizing a realistic head with loops in the right places ready for animationMaking good and useful UV map of a human headRetopology of a human handUV mapping of a human handSome interesting random artistic stuff when we are doing something repetitive:)We will start in Zbrush, where we will spend some time to organize, merge and prepare the high poly meshes for export. Then we will decimate the high poly so we can import it in 3dsMax without too much performance issues. We will see how to export meshes from Zbrush and import them in 3dsMax. Then we will get familiar with the retopology tools and get some basic knowledge about 3d Max. After that we will start the retopolology from the head and horns, and then going trough every separate pieces we have, like the arms, shoulders, cape and legs. As we go i will tell you how i do retopology and how i approach the problems when retopologizing. We will then get familiar with the UV unwrapping capabilities embeded in 3dsMax, and we will start unwrapping the character piece by piece and checking our unwrap with a checker texture. When we finish, we will arrange all the pieces in a sqare texture space like a puzzle. When we are done with that we will export a realistic head from Zbrush, and import it in Max so we can start making it's topology. We will make a topology which is animation friendly and also include the inside of the mouth. Next will be, of course, making the UV unwrapping of the head, in which i will show you how to use Zbrush as a very good unwrapping tool. We will do all this steps again for a realistic hand too. I made this course for absolute retopology beginners and no previous knowledge of 3dsMax is required. I made this course in 3dsMax, because i always made my retopologies and UV mapping there, i think it is a pretty good software for this purpose, and i am ready to prove it! So see you in the first video of the course!