BLACK MYTH WUKONG 3D HEAD DESIGN TUTORIAL

所在平台: Udemy

课程主页: https://www.udemy.com/course/black-myth-wukong-3d-head-design-tutorial/

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**课程名称:** BLACK MYTH WUKONG 3D头部设计教程 **课程概述:** 本课程将引导您从Maya基础网格开始,一步步将角色Wukong打造成逼真的3D头部模型。课程涵盖了从ZBrush的初始雕刻到Maya最终渲染的全流程。通过学习,您将掌握如何使用简单而强大的技术,从参考图到最终3D模型,独立创作VFX/游戏角色。 **重点内容:** * **面部细节深度雕刻:** 专注于角色面部,深入探讨面部解剖学、微观细节处理以及解决常见的纹理挑战。 * **完整制作流程:** * **参考图处理** * **面部解剖学学习** * **Maya模型准备与ZBrush导入设置** * **使用Tileable Maps和TexturingXYZ Maps进行皮肤细节雕刻,重点学习Smart Masks加速纹理制作** * **分层构建颜色贴图** * **创建逼真的Roughness贴图** * **精简的皮肤渲染:** 在Arnold中设置皮肤材质,简化复杂的皮肤渲染过程,并使用FlippedNormals Eye Kit为角色注入生命力。 * **专业纹理工作流:** 学习一种专业的雕刻、ZBrush贴图导出、Substance Painter纹理制作、Xgen毛发制作以及Arnold皮肤和毛发Look Dev的方法。这是一种快速且经过行业验证的工作流程,为未来角色创作打下坚实基础。 **技能要求:** 本课程适合具备ZBrush、Maya和Substance Painter中级知识的3D艺术家,旨在提升角色设计能力。建议熟悉Substance Painter、Maya和ZBrush的基本操作,因为课程重点在于纹理和渲染工作流,而非软件基础教学。 **学习收获:** * 掌握从ZBrush导出模型至Substance Painter的流程。 * 学会设置Smart Masks以提高工作效率。 * 使用Baked Masks在Substance Painter中进行纹理制作。 * 分步构建颜色贴图。 * 制作逼真的Roughness贴图。 * 从Substance Painter导出贴图。 * 从ZBrush导出置换贴图。 * 使用Xgen for Maya创建眉毛、睫毛和长发。 * 在Arnold中进行皮肤渲染。 * 掌握一种经过验证且简化的纹理工作流程。 * **额外内容:** ZBrush细节雕刻技巧,Arnold中灰色头发的创建,Arnold Look Dev。 **课程资源:** * 41个视频教程 * 场景文件(Maya) * 19小时视频内容 **使用软件:** * Adobe Photoshop * Maxon ZBrush * Substance Painter * Maya 2019

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课程详情

BLACK MYTH WUKONG HEAD DESIGN TUTORIALPRODUCT DESCRIPTIONIn this realistic Wukong Head design, you'll learn how to turn a base mesh into a realistic face in maya! Learn the full workflow from the first brush stroke in zbrush to the final realistic render in maya. By the end of this course, you'll be able create your own characters vfx/game character from reference to finished 3d model, using simple and powerful techniques.We'll be focusing on the face the character but particularly the face since it's commonly the most complicated and important part. It'll allow us to talk about topics such as facial anatomy, micro detailing, and how to solve common texturing challenges you'll encounter in your work.Covering the Full ProcessWe're starting talking about how work with referencesFacial AnatomyThen prepping our model in maya and importing it zbrush, covering all specific steps and settings. From there we'll give the character skin details using tileable maps in combination texturingxyz maps, you'll learn powerful techniques using Smart Masks to significantly speed up texturing. Once our skin details are done, we're starting on the color map using fill layers, creating the color map one layer at a time. You'll also understand how to create simple and powerful roughness maps to make your characters pop.Skin Shading Made SimpleHaving done the first pass on all the base maps, we're bringing the textures into Arnold, where we'll set up the skin shader. Skin shading can be an incredibly complicated process, so we'll be sure to make it simple and easy to understand. With a first pass of the skin shading done, this is the step where the character is coming together. We're also using the FlippedNormals Eye kit, to make the character feel truly alive.Professional and Tested Texturing WorkflowYou'll learn a professsional way of sculpting likeness,exporting maps in zbrush, texturing in substance painter, working with xgen in creating hair and look develop for skin and hair in arnold, covering both texturing in Painter as well as skin shading in Arnold. This is a fast and industry-proven way of working, giving you a solid framework for all your future characters.Skill LevelCharacter Face creation is perfect for 3D artists with an intermediate understanding of zbrush, Maya, and Substance. And who are interested in taking their character design to the next level! We recommend that you know how to use both Substance Painter, Maya and zbrush, as we're focusing on texturing and shading workflows, instead of going through features A-Z.What You'll LearnExporting models from ZBrush and importing them into Substance PainterSetting up Smart Masks for an efficient workflowUsing baked masks in Substance PainterBuilding a color map step by stepMaking a roughness mapExporting maps from Substance PainterExporting displacement maps from ZBrushCreating eyebrows, eyelashes and long hairs with Xgen for MayaSkin shading in ArnoldHow to use a tested and simple texturing workflowADDITIONALLYImporting to zbrush and sculpting detailsImporting to zbrush and sculpting detailsHow to create gray hairs in arnoldLook dev in Arnold41 Video Tutorialsscene files (Maya)19 hours (videos content)SOFTWARE USEDAdobe PhotoshopMaxon zbrushSubstance PainterMaya 2019

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