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The Gnomon Workshop - How to make a Creature with Character
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The Gnomon Workshop - How to make a Creature with Character


這個三小時的教程講解如何創建具有個性特征的角色生物設計,這些特征可以隨著電影或游戲中的故事而演變。使用軟件:Blender,ZBrush,Photoshop,KeyShot。


Ian Joyner 擁有超過 15 年的行業經驗,為漫威影業等設計角色和生物,他展示了他完整的設計工作流程,重點關注可信的解剖學、歷史和故事的重要性。


該課程從使用免費在線工具PureRef最重要的參考收集階段開始,以及如何創建可以幫助集中和指導工作的角色概要。伊恩為這個工作坊決定了一個太空海盜、賞金獵人風格的角色,他從一個簡單的領域開始了ZBrush的雕刻工作。Ian 在雕刻時融合了動物和人類元素,討論了他最信任的工具和畫筆,并分享了筆記和行業技巧,因為他將角色的頭部和軀干構建成一個完全實現的模型。


接下來進入Photoshop,Ian展示了如何在2D中探索服裝設計,然后再在3D中雕刻它們。在ZBrush中使用蒙面技術,伊恩將盔甲作為一件在角色身上建立起來。他還詳細介紹了如何將KeyShot用作管道的一部分來渲染可以在Photoshop中繪制的圖像,以進行進一步的設計和顏色探索。然后教授Blender作為重新拓撲硬表面裝甲部件的主要工具,以及如何使用ZBrush自己的重新拓撲工具。


一旦對雕刻的最終通過感到滿意,KeyShot就會用于渲染角色,然后再將其最后一次帶入Photoshop。在這里,最終的涂裝將設計帶入一個電影或游戲就緒的概念,準備呈現給客戶或導演。


時間: 182 分鐘

格式: HD 1920x1080


high.jpg


SOFTWARE USED

Blender,ZBrush,Photoshop,KeyShot


DESCRIPTION

This three-hour workshop teaches how to create a creature design with the kind of character and personality traits that can evolve with a story throughout a movie or game. With over 15 years of industry experience designing characters and creatures for Marvel Studios and many more, Ian Joyner presents his complete design workflow with a focus on the importance of believable anatomy, history, and story.


The class begins with the all-important reference-gathering stage using the free online tool, PureRef, as well as how to create a character synopsis that can help focus and guide efforts. Deciding on a space-pirate, bounty-hunter-style character for this workshop, Ian kicks off the sculpting in ZBrush, working from a simple sphere. Fusing animal and human elements as he sculpts, Ian discusses his most-trusted tools and brushes, and shares notes and industry tips as he builds out the character’s head and torso into a fully realized model.


Moving into Photoshop next, Ian shows how costume designs can be explored in 2D before sculpting them in 3D. Using masking techniques in ZBrush, Ian builds up armor over the character as one piece. He also details how KeyShot can be used as part of the pipeline to render images that can be painted over in Photoshop for further design and color exploration. Blender is then taught as the main tool for retopologizing the hard-surface armor parts as well as how to use ZBrush’s own retopology tools.


Once satisfied with the final pass on the sculpt, KeyShot is used to render out the character before taking it into Photoshop for the last time. Here, the final paint-over takes the design through to a film- or game-ready concept ready to present to a client or director.


Duration: 182 Minutes

Format: HD 1920x1080


描述:

標簽: blender 建模 渲染 教程 zb zbrush keyshot 外星人 科幻人物
分類:教程 > 3D教程 > ZBrush
發布:CGer | 查看: | 發表時間:2023/7/5 15:03:45 | 更新時間:2025/4/5 11:40:21

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