了解专业道具艺术家在为游戏和电影制作素材时是如何工作的。在本课程中,您将从头到尾学习如何创建高质量的游戏资产,包括建模、雕刻、UV展开、纹理、渲染等等。

本课程将涵盖如何为游戏创建英雄资产的完整过程。我们将讨论的一些主要话题如下

适当的项目规划和创建我们的资产。
创建低多边形版本。
创建基础高多边形版本。
雕刻任何额外的损害和我们的高聚细节。
高效的UV展开和烘焙我们的模型。
分多个阶段创建我们的纹理,从高度细节开始,然后是基色,然后是材质定义和一些最后的润色。
在绒猴工具包中渲染我们的资产,并创建最终截图。Creating Hero Assets for Games & Cinematics

在这些主要主题之间,我们还将涵盖更多信息。

本课程的总体收获是,在课程结束时,您将掌握如何准确地创建您在图像中看到的内容的知识,并且您可以将这些知识应用于几乎任何类型的资产,不仅是英雄资产,还包括简单的生产资产。

20多个小时!

本课程包含超过20个小时的内容,您可以跟随每一个步骤,本课程100%实时完成,除了非常重复的任务有一些时间间隔。然而,即使是过去的章节也有叙述。

MP4 |视频:h264,2560×1440 |音频:aac,44100 Hz |课程时长:20小时 11分钟 | 语言:英语+中英文字幕 (含Spanish字幕) 含课程文件



这门课程被分成了几个易于理解的章节。
我们将从规划我们的资产和创建适当的比例和形状定义的区块开始课程。

然后,我们将开始把这个区块变成一个高质量的低多边形模型,在这个模型中,我们将使用加权法线进行适当的烘焙和平滑。

最后,我们将复制我们的低多边形,并把它变成一个高多边形网格。在那个网格中,我们将为Zbrush准备一些元素,我们可以在其中雕刻一些额外的伤害细节。

一旦完成,我们将UV展开我们的模型,并烘烤高到低的多边形纹理。

然后,我们将转移到实体3d画家,我们的纹理资产。从仅创建高度图细节开始。然后,我们将继续定义基色,最后我们将完善和抛光我们的纹理。

我们将以在绒猴工具包中设置我们的资产并创建一些最终的渲染截图来结束课程。

熟练程度
本游戏艺术教程被认为是一门中级课程,我们要求学生对3d建模工具、Zbrush和Substance Painter有所熟悉——本教程中的所有内容都将详细解释,但我们不会复习下面提到的软件的基础知识。

使用的工具:
Blender
Zbrush
Substance Painter
Marmoset Toolbag 4

请注意,使用的大多数技术都是通用的,因此它们可以在几乎任何3D软件中复制,如Maya & 3DS Max。

你的导师
Kobus Viljoen是一名3D道具艺术家,目前在FastTrack工作室工作,负责为各种未公布的项目创建高质量的资产。

章节排序
总共有20个视频分成易于理解的章节。
所有的视频都有合理的命名,并进行编号,以便于准确找到您想要观看的视频。


课程目录:
01-创建电话亭内部结构
02-创建框架
03-创建电话亭内部结构第 1 部分
04-创建电话亭内部结构第 2 部分
05-创建电话亭
内部结构第 3 部分 06-创建电话亭内部结构第 4 部分
07-几何清理
08-创建电话亭内部结构高多边形第 1 部分
09-创建我们的高多边形第 2 部分
10-雕刻损坏
11-紫外线打开并烘烤我们的电话亭
12-设置物质画家并绘制高度细节
13-定义基色
14-材质细化第 1 部分
15-材质细化第 2 部分
16 – 材质精炼第 3 部分
17 – 创建我们的贴花和品牌
18 – 设置我们的狨猴场景
19-抛光我们的纹理
20-创建最终演示图像

Learn how a professional prop artist works when creating assets for games & cinematics. In this course you will learn from start to finish how to create a high quality game asset including everything from Modeling, Sculpting, UV-Unwrapping, Texturing, Rendering and more.

BLENDER, SUBSTANCE, ZBRUSH AND MARMOSET TOOLBAG

This course will cover the complete process from start to finish on how to create hero assets for games. Some of the main topics we will cover are as followed

Proper project planning and creating a blockout of our asset.
Creating the low poly version.
Creating the base high poly version.
Sculpting any additional damages and details on our high poly.
Efficiently UV-Unwrapping and baking our model.
Creating our textures in multiple stages, Starting with height details, then base colors, then material definition and some final polish.
Rendering our asset in Marmoset Toolbag and creating final screenshots.

We will also cover a lot more information in-between these main topics.

The general takeaway of this course is that at the end, you will have the knowledge on how to create exactly what you see in the images, and you can apply this knowledge to almost any type of asset not just hero assets but also simple production assets.

20+ HOURS!

This course contains over 20+ hours of content – You can follow along with every single step – This course has been done 100% in real-time with narration except for a few timelapses for very repetitive tasks. However even the timelapsed chapters have narration.

This course has been divided up into easy-to-understand chapters.
We will start the course off by planning our asset and creating the blockout for proper scale and shape definition.

We will then start turning this blockout into a high quality low-poly model in which we will be using weighted normals for proper baking and smoothing.

Finally we will duplicate our low-poly and turn it into a high poly mesh. Of that mesh we will prepare some elements for Zbrush in which we can sculpt some additional damage details.

Once that is done we will UV-Unwrap our model and bake the high to low poly textures.

Then we will move over to Substance 3d Painter in which we texture our asset. Starting with creating the height map only details. Then we will move on to defining the base colors and finally we will refine and polish our texture.

We will end the course with setting up our asset in Marmoset Toolbag and creating some final render screenshots.

SKILL LEVEL
This game art tutorial is considered a intermediate course and we require students to have some familiarity with a 3d Modeling tool, Zbrush and Substance Painter – Everything in this tutorial will be explained in detail but we will not be going over the very basics of the software mentioned below.

Please note that most techniques used are universal, so they can be replicated in almost any 3D software like Maya & 3DS Max.

YOUR INSTRUCTOR
Kobus Viljoen is a 3D Prop Artist currently working for FastTrack Studio, where he is responsible for creating high-quality assets for various un-announced projects.

CHAPTER SORTING
There’s a total of 20 videos split into easy-to-digest chapters.
All the videos will have logical naming and are numbered to make it easy to find exactly the ones you want to follow.

SUBTITLES
Subtitles are offered for this tutorial in English, Spanish, and Chinese.
Please note the subtitles are auto generated and might not always be 100% accurate.

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