Character Creation for Games Vol. 2: Production Workflow

所在平台: Udemy

课程主页: https://www.udemy.com/course/character-creation-for-games-vol2/

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课程名称:游戏角色创作 Vol. 2:制作工作流程 课程概述: 本课程的讲师是Corazon Bryant,她从小就展现出艺术才能。在母亲的鼓励下,Corazon不断提高自己的绘画技巧,最终获得了媒体艺术与动画的学位,并在多个建筑和娱乐公司工作。Corazon热爱3D动画,并致力于激励年轻艺术家。现在,她与业界经验丰富的艺术家共同工作,推出一个名为Victory 3D的项目,以提供一种经济有效的学习系统,帮助学生更容易地找到3D行业的工作。 课程信息: 本课程将带领学生完成从角色的重拓扑、展开UV、烘焙到纹理处理的整个流程。课程开始时,我们会从Zbrush中导出角色并进行简化,接着使用3ds Max制作角色的低多边形版本。重点讲解干净拓扑的重要性,以便于角色的动画和UV创建。完成重拓扑后,我们将展开角色的UV,讨论如何优化纹理空间以及高效创建UV的方法。 接下来,我们将使用Substance Painter进行烘焙和纹理处理,提取高多边形模型的细节,运用不同类型的画笔、模板、滤镜、生成器和智能材质来创建真实的皮肤、伤口、划痕、金属、皮革和纹身。在纹理处理完成后,我们将把角色放入Unreal游戏引擎中,检查角色在实际游戏中的表现。最后,我们将在Marmoset Toolbag和Substance Painter中制作角色的视觉呈现。 如果你希望将高分辨率雕刻转化为完全准备好的生产模型,那么这门课程将非常适合你。

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Instructor InfoCorazon Bryant always had an artistic bone in her body. When she was only 2 years old, she would make detailed drawings on her mother's wall. Her mother loved the drawings so much, she decided to keep them. With the encouragement of her mother, she continued drawing and she only got better as time went by. When Corazon was in middle and high school, she earned money making portraits for her classmates and even for her teachers. She pursued a college degree in Media Arts & Animation and later worked for architectural and entertainment companies such as Camm Productions, ID DI Design, and PDT International. She also had an opportunity to do some freelance work for Mega Pickle Entertainment. While working as a 3D artist, she had a chance to teach 3D animation classes in an A+ school. This is when she found her true love - which is not only to talk about 3D endlessly but to also inspire greatness in young upcoming artists. Corazon is currently working on a new project called Victory 3D with fellow industry-experienced artists to provide an affordable and effective learning system that will make it easier for students to get a job in the 3D industry. Course Info In this course, I will take you through the entire process of retopologizing, unwrapping, baking and texturing a full body game character. We will start by decimating and exporting our character out of Zbrush. Then we will make a low poly version of our character using 3ds Max. I will go over the importance of having clean topology that will make your character easy to animate and create UVs for. After going through the process of retopologizing, we will unwrap our character. We will unfold our mesh so we can create textures that will fit our 3d model. I will discuss what makes a clean UV set, how to optimize your UV texture space, and the fastest and the most efficient ways to create your UVs.After we unwrap, we will be ready for baking and texturing in Substance Painter. We will go through the process of extracting our details from our high poly mesh so we can use them for our low poly mesh. We will create realistic skin, wound, scratches, metal, leather, and tattoo by using different types of brushes, stencils, filters, generators, and smart materials. After texturing, we will put our character inside Unreal game engine to check out how our character will appear in an actual game. At the end, we will create a nice visual presentation of our character in Marmoset Toolbag and Substance Painter. If you are determined to take your high res sculpt all the way to a completely production ready mesh, then this course is for you.

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