NEW. Weapon modeling for AAA games in Blender .

所在平台: Udemy

课程主页: https://www.udemy.com/course/new-weapon-modeling-for-aaa-games-in-blender/

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课程名称:新武器建模:使用Blender为AAA游戏建模 课程概述: 在本课程中,您将学习使用Blender这一快速发展的3D建模工具。您将掌握当前市场上最受欢迎的游戏模型纹理工具Substance Painter。课程的核心是建模和纹理化AK-47模型,使其能够集成到任何游戏引擎和游戏中。该课程历时三个月开发,是我迄今为止最大的课程。目标是从零开始教授Blender和Substance Painter,帮助学员达到现代游戏行业的标准。 课程内容包括: 1. **Blender入门** - 用户界面解析 - 视口导航 - Blender设置 - 所有工具的使用 - 使用实用插件 - 所需的快速入门知识 2. **建模阶段** - 设置参考图像和开始对象建模 - 讲解建模过程中必要的细节和技巧 - 使用硬表面建模技巧创建对象,以及一些细分建模 3. **UV展开** - 学习使用Udims(多个UV方块) - 掌握UV展开的细节 4. **高多边形建模** - 创建高多边形版本以进行后续的纹理贴图 - 通过修改器和雕刻来创建高多边形模型 5. **在Substance Painter中工作** - 导出模型并导入Substance Painter - 学习导航、烘焙变形贴图、图层系统和工具使用 - 创建多样的材质和纹理,并运用多种纹理技巧 6. **纹理阶段** - 导出纹理集并导入Blender - 正确加载和修复问题 7. **渲染设置** - 创建场景构图和背景 - 照相机和灯光的设置 - 渲染多个构图 在课程结束时,您将能够熟练使用Blender和Substance Painter,并掌握复杂的模型构建、纹理及渲染技巧,为您今后的游戏开发奠定坚实基础。

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You will learn to work in the coolest and rapidly evolving 3D package, which in my opinion is Blender.You will master the use of Substance Painter, which is currently the most in-demand software in the market for texturing game models.You will build and texture a AK-47 model that can be integrated into any game engine and game.This course is the largest course I have ever done. It took more than three months to develop. My goal was simple: to teach Blender and Substance Painter from scratch and to bring students to a level that meets all the standards of the modern gaming industry.We will start by dissecting the Blender program and learn from scratch:the program interfacenavigation in the viewportBlender settingstools (all of them)working with modifiersdownloading and learning to use many useful addonsand everything else necessary for a quick start in the program.Next, we will set up reference images and start modeling our objects. During the modeling process, I will explain all the necessary nuances so that, based on this model, you will be able to independently build and assemble any other model after completing this course. You will be provided with a collage of reference images for work. I will also show you how to work with a small program for reference images (Pureref).Primarily, we will use Hard Surface modeling techniques to create objects, but also, for general development, we will build a couple of objects using subdivision.After the modeling stage, we will move on to the UV unwrapping stage and learn to use Udims (multiple UV squares for one object). I will try to acquaint you with all the intricacies of this process.Then we will create the high-poly version of our object for further baking deformation maps in Substance Painter. We will create high-poly in Blender, through modifiers, and, in a couple of moments, sculpting. At the moment, I believe this is the simplest and most convenient way to create high-polygon models.After that, we will export our models in OBJ format and import them into Substance Painter to bake deformation maps and texture them. And we will start our work stage in Substance Painter.First, I will teach you how to work in the program. Again, this includes:navigationbaking deformation mapsinterfacelayer systemsettingstoolsmasksgrunge and generatorsfilters and everything you need for free work in Substance Painter.After that, we will create material after material and texture our model using many diverse and cool texturing techniques and reference images. After the course, you will be familiar with the overwhelming majority of techniques that I know myself. Including:Creating various texturesPoint placement of scratches or any other defects through overlay modesEmbedding hard surface details in the normal map (decals) and much more.After the texturing stage, we will export our texture sets and import them into the Blender file, properly load them, and fix any problems that arise.Next, we will set up the scene for rendering. The rendering stage will include:Creating composition and backdropSetting up and adjusting the cameraSetting up and adjusting lightingRender settingsRendering multiple compositions (you can see them in the promo video for the course)Flyover of our gun with the camera (also seen in the promo)Compositing in the third-party program Luminar neo (Optional step, you can skip it).In the end, you will be able to work in 2 programs (actually in 4 if you count Pureref and Luminar neo), learn to build, texture, and render complex and modern models, and take a giant step towards working on game creation.

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