FastTrack Tutorials - Creating Hero Assets for Games & Cinematics
學習專業(yè)道具藝術家在為游戲和過場動畫創(chuàng)建資產時的工作方式。在本課程中,您將從頭到尾學習如何創(chuàng)建高質量的游戲資產,包括建模、雕刻、UV 展開、紋理、渲染等所有內容。26.1GB
使用軟件:BLENDER, SUBSTANCE, ZBRUSH AND MARMOSET TOOLBAG
本課程將從頭到尾介紹如何為游戲創(chuàng)建資產的完整過程。我們將涵蓋的一些主要主題如下
適當?shù)捻椖恳?guī)劃并創(chuàng)建我們的資產塊。
創(chuàng)建低多邊形版本。
創(chuàng)建基礎高多邊形版本。
雕刻任何額外的損壞和細節(jié)在我們的高多邊形上。
有效地UV展開和烘烤我們的模型。
分多個階段創(chuàng)建我們的紋理,從高度細節(jié)開始,然后是基礎顏色,然后是材質定義和一些最終拋光。
在MARMOSET TOOLBAG中渲染我們的資產并創(chuàng)建最終屏幕截圖。
我們還將在這些主要主題之間介紹更多信息。
最后,您將了解如何準確創(chuàng)建您在圖像中看到的內容,并且您可以將這些知識應用于幾乎任何類型的資產,不僅是英雄資產,還包括簡單的生產資產。
Learn how a professional prop artist works when creating assets for games & cinematics. In this course you will learn from start to finish how to create a high quality game asset including everything from Modeling, Sculpting, UV-Unwrapping, Texturing, Rendering and more.
BLENDER, SUBSTANCE, ZBRUSH AND MARMOSET TOOLBAG
This course will cover the complete process from start to finish on how to create hero assets for games. Some of the main topics we will cover are as followed
Proper project planning and creating a blockout of our asset.
Creating the low poly version.
Creating the base high poly version.
Sculpting any additional damages and details on our high poly.
Efficiently UV-Unwrapping and baking our model.
Creating our textures in multiple stages, Starting with height details, then base colors, then material definition and some final polish.
Rendering our asset in Marmoset Toolbag and creating final screenshots.
We will also cover a lot more information in-between these main topics.
The general takeaway of this course is that at the end, you will have the knowledge on how to create exactly what you see in the images, and you can apply this knowledge to almost any type of asset not just hero assets but also simple production assets.
20+ HOURS!
This course contains over 20+ hours of content – You can follow along with every single step – This course has been done 100% in real-time with narration except for a few timelapses for very repetitive tasks. However even the timelapsed chapters have narration.
This course has been divided up into easy-to-understand chapters.
We will start the course off by planning our asset and creating the blockout for proper scale and shape definition.
We will then start turning this blockout into a high quality low-poly model in which we will be using weighted normals for proper baking and smoothing.
Finally we will duplicate our low-poly and turn it into a high poly mesh. Of that mesh we will prepare some elements for Zbrush in which we can sculpt some additional damage details.
描述:
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