The Gnomon Workshop - Professional Character Design for Film
Zbrush專業(yè)電影角色設(shè)計(jì)建模教程。
為電影和電視設(shè)計(jì)角色和生物可能涉及許多過程。Ehsan Bigloo連續(xù)兩年被概念藝術(shù)協(xié)會(huì)提名為“最佳生物設(shè)計(jì)師”,他在為娛樂業(yè)設(shè)計(jì)令人敬畏的生物時(shí)展示了他久經(jīng)考驗(yàn)的工作流程。這個(gè)工作坊開發(fā)了自己的IP,詳細(xì)介紹了D?v的制作過程,D?v是一個(gè)具有超自然力量和力量的惡魔角色,具有大致的人形,但引導(dǎo)黑暗的超自然力量。
從Ehsan喜歡開始任何新概念的地方開始,第一章詳細(xì)介紹了他如何用鉛筆在紙上找到新生物的初始縮略圖,形狀和形式。Ehsan研討會(huì)的第一部分分享了對(duì)他的策略以及他如何處理行業(yè)客戶反饋的深思熟慮的見解,將有助于改變您考慮從頭開始構(gòu)思下一個(gè)設(shè)計(jì)的方式。
在紙上使用傳統(tǒng)媒體提出他最初的想法后,Ehsan將他選擇的概念設(shè)計(jì)帶入數(shù)字世界,使用ZBrush將最初的草圖/概念轉(zhuǎn)換為3D形式,以遮擋模型,因?yàn)樗褂肒eyShot進(jìn)行最終渲染。同時(shí)提供他的行業(yè)提示、技巧和見解,這些技巧、技巧和見解來自他在娛樂行業(yè)作為概念藝術(shù)家的多年工作經(jīng)驗(yàn)。
作為獎(jiǎng)勵(lì)章節(jié),Ehsan將他的最終生物帶入虛幻引擎,從設(shè)計(jì)師的角度展示當(dāng)你將角色導(dǎo)入虛幻引擎并設(shè)置一些氛圍光照時(shí),你可以獲得的創(chuàng)作可能性。
該研討會(huì)專為有抱負(fù)的專業(yè)角色/生物設(shè)計(jì)師、概念藝術(shù)家、數(shù)字雕塑家、IP 開發(fā)人員以及對(duì)基于視覺角色的故事講述感興趣的任何人而設(shè)計(jì)。
時(shí)間: 215 分鐘
格式: HD 1920x1080
Designing characters and creatures for film and TV can involve many processes. Ehsan Bigloo, nominated as 'Best Creature Designer' for two consecutive years by the Concept Art Association, presents his tried-and-tested workflow when designing awe-inspiring creatures for the entertainment industry. Developing his own IP, this workshop details the making of Di?v, a demon character with supernatural strength and power that takes on a roughly human shape yet channels dark, supernatural powers.
Beginning right where Ehsan likes to start any new concept, the first chapters detail how he approaches finding the initial thumbnails, shapes, and forms of a new creature using pencils on paper. Sharing thoughtful insights into his strategies as well as how he handles client feedback in the industry, the first segment of Ehsan’s workshop will help change the way you consider concepting your next design from scratch.
After laying down his initial ideas using traditional media on paper, Ehsan takes his chosen concept design into the digital world, taking the initial sketch/concept into a 3D form using ZBrush to block out the model as he works through to the final render using KeyShot. All the while offering his industry tips, tricks, and insights, from his many years of experience working in the entertainment industry as a Concept Artist.
As a bonus chapter, Ehsan takes his final creature into the Unreal Engine to demonstrate, from a designer's perspective, the creative possibilities available to you when you import a character into Unreal and set up some atmospheric lighting.
This workshop is designed for aspiring and professional Character/Creature Designers, Concept Artists, Digital Sculptors, IP developers, as well as anyone interested in visual character-based storytelling.
Duration: 215 Minutes
Format: HD 1920x1080
描述:
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