了解如何为游戏制作打造科幻手枪。Riot Games的艺术总监Sean Marino分享了他为游戏建模武器资产的工作流程,从最初的概念开始,并参考经典射手建立模型的总体风格目标。

这项工作从Maya开始,Sean演示了如何创建一个武器的粗略模型,使用这个概念作为开始指南,并在需要的地方自由调整模型。然后将模型放入ZBrush,在那里进行一些硬表面雕刻工作,以创建最终的高多边形模型。准备好高分辨率模型后,Sean将所有东西都放入Rizom UV布局中,打开UV,并使用绒猴工具包烘焙所有东西。The Gnomon Workshop – Creating A Sci-Fi Pistol For Games

作为该过程的最后一步,Sean打开了Substance Painter,在深入研究细节工作以生成武器的最终外观之前,介绍了创建主材质模板的有用基础知识。

凭借十多年专注于硬表面和武器设计的经验,Sean的工作室旨在分享他在生产武器建模方面经过验证的专业方法。虽然他的工作流程确实使用了特定的软件,但他分享的决策和工作流程可以应用到您选择的软件中。通过完成课程,你将拥有为第一人称或第三人称游戏制作高度精细的武器的知识。

本次课程中的概念艺术由埃尔达·萨菲创作,经Forgeborne Games LLC许可用于gameTerminus Frontier棋盘。

持续时间2小时 22分钟 包括项目文件 1920X1080 MP4 语言:英语+中英文字幕(云桥网络 机译)

标题:Gnomon工作室——为游戏创造科幻手枪

课程概览:
00.概述
01.参考和风格概述
02.模型封闭
03.中间多边形细节
04.ZBrush中的高聚
05.低多边形游戏网格
06.UV和烘焙
07.纹理第1部分:基材
08.纹理第2部分:细节

使用的软件
Maya, ZBrush, Marmoset Toolbag, Substance Painter


DESCRIPTION
Learn how to create a sci-fi pistol for game production. Sean Marino, Associate Art Director at Riot Games, shares his workflow for modeling a weapon asset for games, starting from an initial concept and working in references of classic shooters to establish a general style target for the model.

The work begins in Maya, where Sean demonstrates how to create a rough block-out of the weapon, using the concept as a starting guide and taking artistic liberties to adjust the model where needed. The model is then taken into ZBrush, where some hard-surface sculpting work is applied to create a final high-poly model. With the high-res model ready, Sean takes everything into Rizom UV Layout to unwrap and unpack the UVs and bake everything using Marmoset Toolbag.

As the final step of the process, Sean opens up Substance Painter to cover the helpful basics of creating a master material template before diving deep into the detailing work to generate the final look of the weapon.

With over a decade of experience focused on hard-surface and weapon design, Sean’s workshop aims to share his professional, tried-and-tested approach to modeling weapons for production. While his workflow does use specific software, the decision-making and workflow he shares can be applied to the software of your choice. By completing the workshop, you will have the knowledge to create highly detailed weapons for first or third-person games.

The concept art featured in this workshop is by Eldar Safi , used with permission from Forgeborne Games LLC for the board gameTerminus Frontier.

00. Preview
01. References & Style Overview
02. Model Blockout
03. Mid-Poly Detail
04. High-Poly in ZBrush
05. Low-Poly Game Mesh
06. UVs & Baking
07. Texturing Part 1: Base Material
08. Texturing Part 2: Detailing

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