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所在平台: Udemy |
课程主页: https://www.udemy.com/course/mclaren-650s-gt3-tutorial-modeling-texturing-lighting/
课程评论:没有评论
**课程名称:** McLaren 650S GT3 教程 (建模、纹理、灯光) **课程总览:** 本教程由 McLaren 官方出品,旨在指导学员在 17 小时 40 分钟内完成一辆 McLaren 650S GT3 的建模、纹理和渲染。课程内容涵盖了参考图准备、车身初步建模、细节添加、UV 展开、纹理材质制作以及使用 V-Ray 和 Corona 渲染引擎进行灯光设置和最终渲染。 **课程特色:** * **高质量视频:** 包含 23 个全高清(Full HD)视频文件。 * **时长充裕:** 总时长达 17 小时 40 分钟。 * **全程语音讲解:** 提供纯正的英语语音解说。 * **详细步骤:** * **第一步:设置参考图:** 讲解如何导入和设置参考图像,为建模做好准备。 * **第二步:建模第一阶段:** 使用 3ds Max 的基础建模方法,逐块构建 McLaren 车身的整体造型。 * **第三步:添加精细细节:** 精细化车身部件,利用 TurboSmooth 和 3ds Max 的堆栈修改器实现高细节模型。 * **第四步:UV 展开:** 介绍使用 Rizom Lab 软件进行 UV 展开,弥补 3ds Max 在此方面的不足,确保高精度模型也能高效处理。 * **第五步:纹理和材质:** 分两部分讲解。第一部分使用 Substance Painter 和 Photoshop 制作纹理;第二部分学习如何在 3ds Max 中创建材质。 * **第六步:着色、灯光和渲染:** 分两部分从零开始讲解。所有着色、灯光和渲染环节均使用 V-Ray 和 Corona 渲染引擎进行演示,并强调了 Substance Painter 纹理的应用及通用灯光技巧。 **推荐软件:** * **建模:** 3ds Max * **UV 展开:** Rizom Lab * **纹理制作:** Substance Painter * **渲染:** V-Ray 或 Corona **目标学员:** 本课程适合初学者及中级学员。要求学员具备 3ds Max、V-Ray、Corona、Substance Painter 和 Rizom Lab 的基础知识。 **课程大纲:** 无
About McLaren Training CourseWelcome to McLaren tutorial, in this tutorial we are going to model and render a McLaren 650S in 17 hours and 40 minutes. This tutorial includes the steps of preparing a reference, pre-modeling the body of a McLaren car, adding car details, Unwrap and UV, texturing and material, and lighting with the Vray and Corona rendering engine in 3Ds max.Includes:23 Full HD Video FilesDuration: 17hrs 40 min video MP4 format with full audio commentary in EnglishFirst Step, Setup reference:In this step, we check our images and references, and setup our references in 3ds Max, and prepare the file for start modeling phase.Second Step, Start First Phase of modeling:We start our work inside 3ds Max with the simplest method of modeling, and we model the car body piece by piece. At first, we only model the general form of the McLaren to arrive at a correct initial form. All these steps are done inside the 3Ds Max without using any special plugins or scripts. For modeling steps, a method has been considered that can be understood and used by all levels.Third Step, Adding Fine Detail:In this Step of the training, we will examine all the parts of the Mclaren part by part and add the details according to the references. In this section, we create a high-detail model using the TurboSmooth method in 3Ds Max. In this part of the tutorial, we will use one of the advantages and strengths of 3Ds Max in modeling and learn how to use the stack modifier. After adding the details and finalizing our model, we move on to the next part.Fourth Step, UV and Unwrap:In this part, we use a wonderful software in UV discussion called Rizom Lab. The reason for this choice is the weakness of 3ds Max's Unwrap Modifier, which disrupts the work process, especially high-poly models. And along with all these cases, the various features of the software greatly help us in the work process. We enter the model of the car into the software part by part and follow the unwrap process. After these steps, we continue our way in Substance Pinter.Fifth Step, Texturing and Material:This part is divided into 2 parts, in the first part we start making the textures that we need to make the material in Corona and Vray. In addition to Substance Pinter, we will also use Photoshop. In this section, you can use my method, or you can use any other resource or method. For this section, I have tried to consider a very practical method to use the excellent software in the field of texturing, Substance Painter, with the least knowledge. In the second part, we will learn how to create shaders in another software, which is 3ds Max here, from the textures we created in Substance Painter.Sixth Step, Shadering, Lighting, And Rendering:This part also has 2 separate parts from zero to hero. All stages of shader construction, lighting and rendering are done in 2 rendering engines, Vray and Corona. You can use almost all the steps in this section, especially the use of textures made in Substance Pinter, and the rules and methods of lighting in any rendering engine.What are the requirements?It is recommended to follow the course with the same software we use throughout the tutorial: 3Ds Max for Modeling, RizomLab for UV and Unwrap, Substance Painter for Creating Texture, Vray or Corona for Rendering. However, you can use all the methods used in your own software.Who is the target audience?the McLaren tutorial is aimed at beginners and intermediates. You should know at least basic knowledge of 3ds max, Vray, Corona, Substance Painter, and Rizom Lab.