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所在平台: Udemy |
课程主页: https://www.udemy.com/course/japanese-alley-environment/
课程评论:没有评论
课程名称:日本小巷3D游戏环境创作 课程概述:本课程由Emiel Sleegers主讲,他是一位环境艺术家,目前在育碧工作,参与过《极限竞速:地平线3》和《全境封锁2》等AAA游戏的开发。Emiel从小就热爱视频游戏,最初使用Unity3D进行编程,但逐渐对游戏艺术创作产生了浓厚的兴趣。他的梦想是能够进入游戏行业,而《最后的生还者》对他的职业选择产生了深远的影响。他建议初学者专注于自己热爱的游戏领域,并不断提升自己的技能。他的业余爱好与游戏和电影相关,包括个人项目、自由职业和观看电影。 课程内容:在本课程中,我们将详细讲解如何创作一个日本小巷的游戏环境。首先,我们会进行场景的初步构建,以确保比例感。完成后,我们将返回到初步构建中,进行建筑的3D建模。课程将涵盖高多边形与低多边形的工作流程,包括创建高分辨率和低分辨率模型,并为其烘焙法线贴图。我们将学习如何使环境看起来真实,使用加权顶点法线,以及如何快速、干净地展开UV。接着,我们将使用Substance Designer创建可平铺纹理,如金属、混凝土和沥青。课程还会简单介绍Substance Painter和Photoshop用于为道具上色的技巧。最后,在环境建模和贴图完成后,我们将导入到Unreal Engine中,设置材料和灯光,以实现精美的最终渲染效果。
Instructor InfoEmiel Sleegers always had love for video games and when he was young, he started using Unity3D for programming but he found himself gravitating more towards the art of making games. Now he is currently working as an environment artist in Ubisoft. He contributed to creating AAA games such as Forza Horizon 3 and The Division 2. His all time favorite game is The Last of Us and that video game is what inspired him to want to work in the game industry. His advice for beginner artists is to focus on one aspect of gaming that they are passionate about, stick to it and get better at it. His hobbies include anything related to games or films, whether it be working on personal projects, freelance work or going out for movies. Course Info In this course, we will go over the entire process of how to create a Japanese Alley game environment. We will first start out with a blockout of the scene to achieve a proper sense of scale, and once that is done, we will go back to the blockout to 3d modeling the buildings. We will do a high poly to low poly workflow where we will create a high res and low res model and bake normal maps for them. We will go through the process of how to make the environment look realistic, how to use weighted vertex normals, and how to do smart, quick and clean unwrapping of uvs. Then we will jump into Substance Designer to create tilable textures such as metal, concrete, and tarmac. We will touch up on Substance Painter and little bit of Photoshop to texture our props. Once everything is modeled and textured, we will import everything in Unreal to setup our materials and lighting for a nice final render.