The Gnomon Workshop - Modeling a Stylized Character for Games
Maya Zbrush Unreal engine為游戲建模風格化角色教程。
了解創建風格化游戲角色模型和渲染專業作品集的過程。高級角色藝術家 Kat Unsworth 詳細介紹了她的整個工作流程,從角色模型的初始設計到制作的每個階段。她解釋了基本藝術技能的重要性——包括解剖學、形式、形狀語言、手勢和流程——以及它們如何為過程的每個階段提供信息,以幫助創造逼真的最終結果,即使在處理風格化的概念時也是如此。
工作坊從Photoshop開始,用于角色的設計,使用油漆來完全可視化角色的外觀。從那里,凱特跳入瑪雅以阻止角色;她還將 Maya 用于低多邊形網格、重新拓撲和 UV。在整個過程中,她解釋了在處理自己的項目時需要牢記的所有注意事項,以確保您的管道是非破壞性的,并從長遠來看幫助您節省時間。
ZBrush在這個工作坊中使用,以雕刻高多邊形的細節,然后使用狨猴工具箱將其烘焙到地圖中,然后使用物質畫家進行紋理處理。作為管線的最后一步,Kat介紹了在虛幻引擎5中導入和設置最終角色的過程,并解釋了如何使用UE5生成作品集就緒的渲染。
Discover the process of creating a stylized game character model and rendering a professional portfolio piece. Senior Character Artist, Kat Unsworth, details her entire workflow, from the initial design of the character model through every stage of its production. She explains the importance of fundamental art skills — including anatomy, form, shape language, gesture, and flow — and how they inform each stage of the process to help create a realistic final result, even when dealing with stylized concepts.
The workshop begins in Photoshop for the character's design, using paint-overs to fully visualize how the character will look. From there, Kat jumps into Maya to block out the character; she additionally uses Maya for the low-poly meshes, retopology, and UVs. Throughout the process, she explains all the considerations you need to keep in mind when working on your own projects to ensure your pipeline is non-destructive and to help save you time in the long run.
ZBrush is used in this workshop to sculpt the high-poly details, which are then baked into maps using Marmoset Toolbag and then textured using Substance Painter. As the last step of the pipeline, Kat walks through the process of importing and setting up the final character in Unreal Engine 5 and explains how to generate a portfolio-ready render using UE5.
描述:
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