这个三个小时的视频教程教授如何创造一个生物设计,它的角色和个性特征可以随着电影或游戏中的故事而发展。伊恩·乔伊纳拥有超过15年的为漫威影业有限责任公司和更多人设计角色和生物的行业经验,他提出了完整的设计工作流程,重点是可信的解剖、历史和故事的重要性。The Gnomon Workshop – How To Make A Creature With Character

本课程从使用免费在线工具PureRef的最重要的参考资料收集阶段开始,以及如何创建有助于聚焦和指导工作的人物简介。伊恩为这个工作室选定了一个太空海盗、赏金猎人风格的角色,开始雕刻ZBrush,从一个简单的球体开始。伊恩在雕刻时融合了动物和人类的元素,讨论了他最信任的工具和画笔,并在他将角色的头部和躯干构建成完全实现的模型时,分享了笔记和行业提示。

接下来进入Photoshop,Ian展示了服装设计如何在3D雕刻之前在2D进行探索。在《ZBrush》中,伊恩使用蒙版技术,为角色整体打造盔甲。他还详细介绍了如何使用KeyShot作为管道的一部分来渲染图像,这些图像可以在Photoshop中进行绘制,以进行进一步的设计和颜色探索。然后,Blender被作为主要工具教授,用于改造坚硬表面的装甲部件,以及如何使用ZBrush自己的改造工具。

一旦对造型的最终过程感到满意,就可以在最后一次将角色带入Photoshop之前,使用KeyShot渲染角色。在这里,最后的粉刷把设计变成电影或游戏的概念,准备呈现给客户或导演。

时长:182分钟
格式:高清1920×1080 语言:英语

Gnomon工作坊——如何创造一个有个性的生物

章节列表
00.概览
01.介绍
02.建模
03.服装
04.细节——第1部分
05.细节——第2部分
06.摆姿势—第一部分
07.摆姿势—第二部分
08.用计算机修改(图片或照片)

使用的软件
搅拌机,ZBrush,Photoshop,KeyShot

This three-hour workshop teaches how to create a creature design with the kind of character and personality traits that can evolve with a story throughout a movie or game. With over 15 years of industry experience designing characters and creatures for Marvel Studios and many more, Ian Joyner presents his complete design workflow with a focus on the importance of believable anatomy, history, and story.

The class begins with the all-important reference-gathering stage using the free online tool, PureRef, as well as how to create a character synopsis that can help focus and guide efforts. Deciding on a space-pirate, bounty-hunter-style character for this workshop, Ian kicks off the sculpting in ZBrush, working from a simple sphere. Fusing animal and human elements as he sculpts, Ian discusses his most-trusted tools and brushes, and shares notes and industry tips as he builds out the character’s head and torso into a fully realized model.

Moving into Photoshop next, Ian shows how costume designs can be explored in 2D before sculpting them in 3D. Using masking techniques in ZBrush, Ian builds up armor over the character as one piece. He also details how KeyShot can be used as part of the pipeline to render images that can be painted over in Photoshop for further design and color exploration. Blender is then taught as the main tool for retopologizing the hard-surface armor parts as well as how to use ZBrush’s own retopology tools.

Once satisfied with the final pass on the sculpt, KeyShot is used to render out the character before taking it into Photoshop for the last time. Here, the final paint-over takes the design through to a film- or game-ready concept ready to present to a client or director.

Duration: 182 Minutes
Format: HD 1920×1080

CHAPTER LIST
00. Preview
01. Introduction
02. Modeling
03. Costume
04. Detailing — Part 1
05. Detailing — Part 2
06. Posing — Part 1
07. Posing — Part 2
08. Photoshop

SOFTWARE USED
Blender, ZBrush, Photoshop, KeyShot

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