Gnomon工作坊——设计和创造一个生物半身像——从2d概念到最终的3d资产

这个生物设计工作坊由wtāFX首席3D建模师Pascal Raimbault主持,涵盖了他为制作构思独特角色的完整流程。从克里塔的2D设计开始,Pascal使用Maya和ZBrush逐步建立了一个真实的3D模型。

这个综合工作坊详细介绍了一些帕斯卡在ZBrush中最喜欢的皮肤雕刻技术。他解释了如何使他的模型易于生产,包括如何在Maya中重做拓扑和处理uv。Pascal还涵盖了创建附加元素,如在ZBrush中详细描述的硬面服装,广泛使用了ZBrush强大的多边形组。

大小:2.87G 持续时间4小时 包括项目文件 1920X1080 MP4 语言:英语+中英文字幕(云桥网络机译)




纹理部分都是使用Substance Painter处理的,涵盖了各种材质。然后使用Solaris在Houdini中解释look-dev和转盘设置,最后,在Maya中装配模型以在Karma中摆姿势和渲染。

本次研讨会的结果是一个最终的资产,适合工作室环境中的任何部门接管,无论是在视觉效果制作中还是在游戏电影中使用该资产。最后,Pascal展示了他在Houdini中使用一些基本合成技巧制作的高分辨率渲染。

项目文件包括ZBrush 2022工具文件,其中包括高分辨率的皮肤造型和服装模型的早期WIP版本,供您参考。

使用的软件:
Maya Krita ZBrush Houdini Substance Painter



课程目录:
00.概述
01.介绍
02.克里塔的生物设计
03.Maya中的低分辨率模型
04.中等分辨率模型
05.ZBrush中的高分辨率皮肤造型
06.高分辨率服装建模
07.Maya中的拓扑和uv
08.Solaris基本设置和眼睛阴影
09.houdini中的基本 训练
10.在Substance Painter中准备纹理烘焙文件
11.皮肤纹理和外观开发
12.皇冠纹理和外观开发
13.服装造型开发和资产转盘
14.摆姿势、渲染和合成最终图像





The Gnomon Workshop – Designing & Creating a Creature Bust – From 2d Concept to Final 3d Asset with Pascal Raimbault

This creature design workshop by Wētā FX Lead 3D Modeler, Pascal Raimbault, covers his complete pipeline for concepting unique characters for production. Starting from the 2D design in Krita, Pascal moves on to progressively build a 3D model that is truthful to the original concept, using Maya and ZBrush.

This comprehensive workshop details some of Pascal’s favorite skin-sculpting techniques in ZBrush. He explains how he makes his models production-friendly, including how to rework the topology and handle the UVs in Maya. Pascal also covers creating additional elements, such as hard-surface costume pieces detailed in ZBrush, making extensive use of ZBrush’s powerful Polygroups.

The texturing portion is all handled using Substance Painter and covers a variety of materials. The look-dev and turntable setup is then explained in Houdini using Solaris, and finally, the model is rigged in Maya to be posed and rendered in Karma.

The result of this workshop is a final asset suitable for any department in a studio environment to take over, whether to use the asset for a visual effects production or in a game cinematic. To finish off, Pascal shows his high-res renders produced using some basic compositing tricks in Houdini.

Project files include the ZBrush 2022 tool file, which includes the high-resolution skin sculpt and an early WIP version of the costume model, for your reference.

SOFTWARE USED
Maya Krita ZBrush Houdini Substance Painter

00. Preview
01. Introduction
02. Creature Design in Krita
03. Low-Resolution Model in Maya
04. Medium-Resolution Model
05. High-Resolution Skin Sculpt in ZBrush
06. High-Resolution Costume Modeling
07. Topology & UVs in Maya
08. Solaris Basic Setup & Shading Eyes
09. Basic Groom in Houdini
10. Preparing Files for Texture Baking in Substance Painter
11. Skin Texturing & Look Dev
12. Crown Texturing & Look Dev
13. Costume Look Dev & Asset Turntables
14. Posing, Rendering & Compositing Final Images

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