Release date:2015, December

Duration:18 h 00 m

Author:Maciej Kuciara

Skill level:Beginner

Language:English

Exercise files:Yes

Industry-leading senior concept artist Maciej Kuciara will teach you how to construct environment paintings using both 2D and 3D techniques, and how they apply to a modern video games production pipeline. Start with the foundations of art and architecture, and learn video game development pipelines to propel your environment painting skills to the next level.

1. Foundations

1601A_MK_01A_01_01 – Meet Maciej Kuciara 1601A_MK_01A_01_02 – Course Overview 1601A_MK_01A_02_01 – Timeline 1601A_MK_01A_02_02 – Neolithic 1601A_MK_01A_02_03 – Mesopotamian 1601A_MK_01A_02_04 – Ancient Egyptian 1601A_MK_01A_02_05 – Classical Greek 1601A_MK_01A_02_06 – Classical Roman 1601A_MK_01A_03_01 – Menus 1601A_MK_01A_03_02 – Keyboard Shortcuts 1601A_MK_01A_03_03 – Brushes 1601A_MK_01A_03_04 – Naming Conventions 1601A_MK_01A_04_01 – Drawing in Perspective 1601A_MK_01A_04_02 – Orthos & Construction 1601A_MK_01A_04_03 – Deconstruction 1601A_MK_01A_04_04 – Simple Shadows 1601A_MK_01A_05_01 – Sketches 1601A_MK_01A_06_01 – Homework 1601A_MK_01A_06_02 – Takeaways

2. Composition

1601A_MK_02A_01_02 – Romanesque 1601A_MK_02A_01_03 – Gothic 1601A_MK_02A_02_01 – Rule of Thirds 1601A_MK_02A_02_02 – Cross Symmetry 1601A_MK_02A_02_03 – Geometry in Composition 1601A_MK_02A_02_04 – Rule of Space 1601A_MK_02A_02_05 – Tangents 1601A_MK_02A_03_01 – Crosshatching 1601A_MK_02A_03_02 – Simplicity vs. Complexity 1601A_MK_02A_03_03 – Sketching Thumbnails 1601A_MK_02A_04_01 – Takeaways 1601A_MK_02A_04_02 – Homework 1601A_MK_02A_01_01 – Byzantine

3. Basic Light and Values

1601A_MK_03A_02_01 – Ambient Light 1601A_MK_03A_02_02 – Direct Light 1601A_MK_03A_02_03 – Sharpness of Shadows 1601A_MK_03A_02_04 – Specular vs Diffuse 1601A_MK_03A_02_05 – Fresnel Reflection 1601A_MK_03A_02_06 – Global Illumination 1601A_MK_03A_03_01 – Gradients 1601A_MK_03A_03_02 – Selections 1601A_MK_03A_03_03 – Clipping Masks 1601A_MK_03A_04_01 – Overview 1601A_MK_03A_04_02 – Value Structure 1601A_MK_03A_04_03 – Contrast 1601A_MK_03A_04_04 – Dark Against Bright 1601A_MK_03A_04_05 – Bright Against Dark 1601A_MK_03A_04_06 – Aerial Perspective 1601A_MK_03A_04_07 – Grouping Values 1601A_MK_03A_05_01 – Construction with Lines and Values 1601A_MK_03A_05_02 – Mood with Values 1601A_MK_03A_06_01 – Takeaways 1601A_MK_03A_06_02 – Beginner Homework 1601A_MK_03A_01_01 – Renaissance 1601A_MK_03A_06_03 – Advanced Homework

4. Color and Photo Textures

1601A_MK_04A_01_01 – Baroque 1601A_MK_04A_01_02 – Rococo 1601A_MK_04A_02_01 – Color Models 1601A_MK_04A_02_02 – Hue, Saturation, Brightness 1601A_MK_04A_02_03 – Complementary and Analogous Colors 1601A_MK_04A_03_01 – Overview 1601A_MK_04A_03_02 – Lighting and Color 1601A_MK_04A_03_03 – Photo Textures 1601A_MK_04A_03_04 – Custom Brushes 1601A_MK_04A_03_05 – Brush Patterns 1601A_MK_04A_04_01 – Levels 1601A_MK_04A_04_02 – Hue & Saturation 1601A_MK_04A_04_03 – Match Color 1601A_MK_04A_05_01 – Overview 1601A_MK_04A_05_02 – Hero Reference 1601A_MK_04A_05_03 – Color Picking 1601A_MK_04A_05_04 – Applying the Knowledge 1601A_MK_04A_05_05 – Final Touches 1601A_MK_04A_06_01 – Homework 1601A_MK_04A_06_02 – Takeaways

5. Shapes and Design

1601A_MK_05A_02_01 – Shapes Language and Design Rules 1601A_MK_05A_02_02 – Balance 1601A_MK_05A_02_03 – Hierarchy 1601A_MK_05A_03_01 – Quick Selection and Magic Wand 1601A_MK_05A_03_02 – Content Aware Filter 1601A_MK_05A_03_03 – Layer Mode – Darken 1601A_MK_05A_03_04 – Layer Mode – Lighten 1601A_MK_05A_03_05 – Layer Mode – Color 1601A_MK_05A_03_06 – Textures in Perspective 1601A_MK_05A_03_07 – Clone Tool 1601A_MK_05A_04_01 – Demonstration 1601A_MK_05A_04_02 – Homework 1601A_MK_05A_01_01 – Neoclassicism 1601A_MK_05A_04_03 – Takeaways

6. Level Design

1601A_MK_06A_01_02 – Gothic Revival 1601A_MK_06A_02_01 – Focal Points 1601A_MK_06A_02_02 – Demonstration 1601A_MK_06A_03_01 – Takeaways 1601A_MK_06A_03_02 – Homework 1601A_MK_06A_01_01 – Beaux-Arts

7. Intro to 3D

1601A_MK_07A_01_02 – Modernism 1601A_MK_07A_01_03 – Postmodernism 1601A_MK_07A_02_01 – Why 3D 1601A_MK_07A_02_02 – Cinema 4D Overview 1601A_MK_07A_02_03 – Understanding 3D Space 1601A_MK_07A_03_01 – Navigation 1601A_MK_07A_03_02 – X, Y and Z Axis 1601A_MK_07A_03_03 – Move, Scale, and Rotate 1601A_MK_07A_03_04 – Coordinate Systems 1601A_MK_07A_03_05 – Shelf and Objects 1601A_MK_07A_03_06 – Layers and Properties 1601A_MK_07A_03_07 – Building from Objects 1601A_MK_07A_03_08 – Landscape 1601A_MK_07A_03_09 – Basic Render 1601A_MK_07A_03_10 – Cameras 1601A_MK_07A_03_11 – Physical Sky 1601A_MK_07A_03_12 – Saving 1601A_MK_07A_04_01 – Homework 1601A_MK_07A_01_01 – Art Deco 1601A_MK_07A_04_02 – Takeaways

8. 3D Environments

1601A_MK_08A_01_02 – Mayan 1601A_MK_08A_02_01 – Corona Renderer 1601A_MK_08A_02_02 – Shaders 1601A_MK_08A_02_03 – Iterations 1601A_MK_08A_03_01 – Working in the Industry 1601A_MK_08A_03_02 – Homework 1601A_MK_08A_03_03 – Takeaways 1601A_MK_08A_01_01 – Asian

Intro to Environment Painting with Maciej Kuciara – Resources.7z

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