《CG环境艺术创作全解析》第一部”规划与布局篇”是面向初阶至中级学习者的入门课程,通过近3小时的系统教学奠定环境艺术创作基础。课程采用理论实践结合的模式:第1章详细解析项目规划全流程,涵盖艺术圣经制定、项目管理软件运用、参考资料收集等核心环节;第2章深入讲解布局设计技术,通过室内外空间布局案例演示构图方法与资产布置技巧。教程基于Blender、Zbrush、Substance系列和Unreal 5等专业软件,通过个人项目实战演示标准工作流程,帮助学习者建立从项目规划到空间布局的完整知识体系。
课程时长:2小时35分钟 2560X1440 mp4 语言:英语+中英文字幕 含中文朗读版本







Everything I learnt about Environment Art – Part 1- Planning & Blockout。This is the first part of an all-encompassing tutorial for beginners to intermediate level. It covers different topics in Environment art and is intended to share some of my lessons and advice. It is split into a chapter-based format. Version 1 includes chapters 1 and 2, available to purchase separately or as part of a reduced bundle. Here is an in depth breakdown of everything covered Chapter 0 – Intro – 4m runtime Chapter 1 – Planning – 1h 8m runtime Chp 1.01 – What is planning – 7m Explanation – Why Ch01_02_01_How to Plan – Art Bibles – 5m Ch01_02_02_How to Plan – Project Management Software – 3m Ch01_02_03_How to Plan – Art tests and Examples – 3m Ch01_02_04_How to Plan – Documentation – 2m Ch01_02_05_How to Plan – Reference Gathering – 4m Ch01_02_06_How to Plan – Folder Structure – 3m Examples – How Ch01_03_01 – Art Bibles – 11m Ch01_03_02 – Project management Software – 8m Ch01_03_03 – Documentation – 6m Ch01_03_04 – Reference Gathering – 6m Ch01_03_05 – Folder Structure – 7m Chapter 2 – Blockout – 1h 26m Runtime Chp 2.01 – What is blockout – 7m Explanation – Why Ch02_02_01. How to create a Blockout – 2m Ch02_02_02. Examples – Exterior Blockout – 2m Ch02_02_03. Examples – Interior Blockout – 2m Ch02_02_04. Examples – Exterior Interior recap – 1m Ch02_02_05. Examples – Asset Examples – 3m Ch02_02_06. Examples – Trying out compositions – 2m Ch02_02_07. Examples – Combined Conclusion – 6m Examples – How Ch02_03_01. Interior Blockout – 49m Ch02_03_02. Asset Blockout – 14m The tutorial chapters follow the same format. I start with an explanation and theory on a specific topic. The chapter covers the topic, terminology, why you approach things in a certain way, and the tools/workflows you would use. Each chapter ends with live demos of putting that theory into practice. It will be framed around personal art, mainly using examples from my work and professional experience where relevant. Software used will include but not be limited to Blender Zbrush Substance Painter/Designer Unreal 5
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