我们很高兴能够推出Simon Barle的教程,他是一位游戏行业的资深人士,拥有《星球大战:前线》和《战地5》等游戏的经验。在这个完全叙述的教程中,你将深入了解他创建树的AAA工作流程。Game-Ready Tree Creation from Maya to Unreal

Simon通过分享对摄影测量如何被用作理解形状和表面的工具的见解来分解这个过程。他展示了他对树干、浆果、树叶和树枝的高多边形建模技术。他涵盖了雕刻Zbrush,UV创建和设置,树皮纹理创建,树纹理,准备游戏引擎使用的模型,以及虚幻中的着色器创建。

Simon还分享了关于如何在保持最终质量的同时优化生产资产的重要见解。如果你想深入了解一个行业专家如何为游戏创建树叶,这是给你的教程。

Simon Barle |时长:4小时 45分钟 |1920×1080 .mp4 |语言:英语+中英文字幕(云桥网络机译) 含课程文件


We’re thrilled to be featuring a tutorial by Simon Barle, a game industry veteran with experience from titles like Star Wars Battlefront and Battlefield V. In this fully narrated tutorial, you will get insights into his AAA workflow for creating trees.

Simon breaks down the process by sharing insights into how photogrammetry can be used as a tool for understanding shapes and surfaces. He shows his high poly modeling techniques for the tree trunk, berries, leaves, and branches. He covers sculpting in Zbrush, UV creation and setup, bark texture creation, tree texturing, preparing the model for game engine use, and shader creation in Unreal.

Simon also shares critical insights into how to optimize assets for production while keeping the final quality in mind. If you want in-depth insight into how an industry pro creates foliage for games, this is the tutorial for you.


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