Female Barbarian Warrior Vol. 2 - Game Ready Workflow

所在平台: Udemy

课程主页: https://www.udemy.com/course/female-barbarian-vol-2/

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课程名称:女性野蛮战士第二卷 - 游戏准备工作流程 课程概述: 本课程由Nikolay Naydenov教授,他是一名经验丰富的角色艺术家,目前在Gameloft工作。自幼便对艺术有着浓厚的兴趣,他在业余时间常常阅读书籍或在笔记本上涂鸦。自2007年进入游戏行业以来,他参与了多个项目,其中最自豪的作品是《帝国的进军》。Nikolay热爱角色艺术家的职业,尤其是在拥有创造性自由时。他建议初学者多花时间学习软件程序,提高效率,同时学习解剖学、面部特征和皮肤下的肌肉,因为在任何职业中,精通的关键在于不断的实践。他鼓励学生追求进步,永不满足,并相信优秀的成就需要时间和其他乐趣的牺牲。 课程内容: 在本课程中,您将学习如何从高分辨率网格制作低多边形角色。课程将从导出高多边形网格的部分开始,使用Zbrush中的Decimation Master工具。然后,我们将导入3ds Max,重新拓扑这些精简的网格,以最大限度地利用较少的多边形。接下来,将为低多边形创建UV坐标,并在Xnormal中烘焙纹理。随后,您将把纹理和低多边形导入Substance Painter,学习如何为角色纹理制作逼真的金属、皮革等材料。接下来是在Marmoset Toolbag中,我们将充分利用纹理和模型,实现理想的最终效果。最后,我们将学习如何从头开始制作低多边形头发,包括在Zbrush中制作头发平面刷、从Fibermesh制作纹理和法线贴图,以及在Marmoset中准备游戏头发。最终成果将是一个美观的、适合生产的游戏角色。

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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 Info In this course, you will learn how to make a low poly character from a high res mesh. First, we will start by exporting the high poly in 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 and make the most out of our forms with fewer polygons. Then we will make the UV coordinates for our low poly and bake the textures in Xnormal. After that, our textures and low poly will be imported in Substance Painter, where you will learn how to make realistic metal, leather and other materials for your character texture. Then it will be time for Marmoset Toolbag, where we will make the most of our textures and model, to achieve the final result that we like. Last, but not least, we will learn how to make low poly hair from scratch. From making the hair planes brush in Zbrush, to making the texture and normal map from Fibermesh, and ready game hair in Marmoset. The end result will be a beautiful production-ready game character.

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