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所在平台: Udemy |
课程主页: https://www.udemy.com/course/game-character-pipeline/
课程评论:没有评论
**课程名称:** 3D游戏角色生物 - 全流程完整指南 **课程概述:** 本课程由 Critical Hit Studio & Academy 的创始人兼总监 Abraham Leal 主讲。Abraham Leal 是一位充满激情的 3D 艺术家,他的灵感来源于《霍比特人》及其丰富的传说。他致力于通过分享艺术知识来讲述故事和创造引人入胜的角色。Abraham Leal 曾放弃医学学习,转而投身数字设计和娱乐制作领域,并以其坚定的决心和不懈的努力,克服了初期的技能障碍,成为一名成功的 3D 艺术家。他鼓励有志于 3D 行业的艺术家们,要勤加练习、保持耐心并虚心学习,始终明确目标并不断进步。 **课程内容:** 本课程将带领学员完成一个视频游戏级别角色的完整创作流程。从角色设计、比例、解剖学入手,深入讲解整个制作流程,最终产出一个可用于生产环节的角色。课程内容将涵盖: * 高模(High Poly)创建 * 低模(Low Poly)创建 * 拓扑(Retopologizing) * UV 展开(UV Mapping) * 贴图绘制(Texturing) * 材质设置(Material Setup) * 渲染(Rendering) * 灯光(Lights) * 后期制作(Post-production) * 将角色导入游戏引擎并进行测试 通过本课程的学习,学员将全面掌握 3D 游戏角色从概念到引擎实现的完整制作流程。
Instructor InfoAbraham Leal is the Director and Founder of Critical Hit Studio & Academy. With the studio and academy, he is proud to be able to spread his artistic knowledge to everyone in his hometown and is extremely excited to be working on big entertainment projects in Mexico. What inspired Abraham to be a 3D artist is The Hobbit book and all the lore that surrounds it. Being able to tell stories and share his own voice is what motivates him to create and imagine new and exciting characters. Prior to becoming a 3D artist, he was going to medical school and he decided to do a complete 180 and get into Digital Design and Entertainment Production. When he quit medical school, he couldn't draw, paint, or sculpt to save his life but he was so convinced of his definite desire and worked hard to turn it into a reality. His advice to artists who want to get into the 3D industry is to practice properly, be patient and stay humble. He believes in always having a goal in mind, and always open to learning and improving. Course Info Throughout this course, we are going to be focusing on the creation of a video game-ready character. We are going to be bringing in an interesting character to life. We will go through the whole process of character game creation starting from design, proportion, anatomy, and diving in to the entire pipeline until we arrive to a production-ready character. We will go deep into the creation of the high poly, low poly, retopologizing, UV mapping, texturing, material setup, rendering, lights, post-production, and at the end putting the character into a game engine to make sure everything is working properly.