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所在平台: Udemy |
课程主页: https://www.udemy.com/course/cyber-reptile-volume2/
课程评论:没有评论
课程名称:网络爬虫游戏角色创造第二卷 课程概述:本课程的讲师是Nikolay Naydenov,他是Gameloft的高级角色艺术家。Nikolay自小对艺术产生了浓厚的兴趣,业余时间总是读书或在笔记本上涂鸦。自2007年进入游戏行业以来,他参与了多个项目,其中他最自豪的项目是《帝国征途》。作为角色艺术家,他特别喜欢在有创意自由的情况下进行设计。他建议初学者多花时间学习软件,提升效率,加深对解剖学、面部和肌肉的理解,强调持续学习和大量练习的重要性。他认为,优秀的作品需要时间和其他享乐的牺牲,这可能使你的热情转化为职业。 课程信息:本课程将指导学生制作一个高分辨率的角色模型,使用Zbrush进行雕刻,使其具备生产准备。我们将首先使用Zbrush中的降面工具导出高面数部件,然后导入3ds Max,通过重拓扑来制作低面数模型。课程中将学习如何重拓扑、充分利用形状并用较少的多边形保持轮廓。接下来,在3ds Max中制作低面数模型的UV坐标,并借助Zbrush进行辅助。随后,我们将使用Substance Painter进行高低模型的贴图烘焙,接着继续在Substance Painter中制作纹理。学生将学习如何创建逼真的涂漆金属、鳞片、污垢等效果,使用各种分层技术和战略手绘来使纹理超详细。课程还将涵盖创建发光材质的过程,以进一步提升模型效果。最终,我们将使用Substance Painter的Iray渲染展示模型,并在Marmoset中制作旋转视频,以最佳方式展示模型,课程结束时,学生的精彩模型将准备好进行动画和游戏引擎使用。
Instructor InfoNikolay Naydenov is a Senior Character Artist currently working in Gameloft. Nikolay always had deep interest in art. In his spare time he was either reading a book or scribbling on a notebook ever since he was a child. He has been in the game industry since 2007 and had worked in many projects. The project that he is most proud of is the game titled March of Empires. He loves his job as a character artist especially when he is given freedom to do his own concepting and ideas. His advice for everyone just starting out is to spend lots of time learning software programs, be efficient and fast, and also spend many hours learning the anatomy, studying faces, and muscles underneath the skin. As every profession, to be good at something, you have to practice a lot. He recommends students to always look for improvement and never settle. He believes good things require sacrifice of time and other pleasures and this can turn your passion into a profession.Course InfoIn this course, we will make a high resolution character that we sculpted in Zbrush ready for production. First, we will start by exporting the high poly parts using the decimation master tool in Zbrush. Then we will import them in 3ds Max and start making the low poly by retopologizing the decimated meshes. We will learn how to retopologize, make the most out of our forms and follow the silhouette with fewer polygons. Then we will make the UV coordinates for our low poly in 3ds Max with little help from Zbrush. After that, we will bake the textures from high to the low poly using Substance Painter. Then we will continue in Substance Painter to make the texture. You will learn how to create realistic painted metal, scales, dirt and more. We will make our textures super detailed using various layering techniques and strategic hand painting. We will even go through the process of creating emissive materials to further enhance our model. We will present our model using Substance Painter's Iray Render and then later on put it inside Marmoset to create a turntable video that will allow us to display our model in the best possible light. At the end, our amazing model will be ready for animation and game engine.