《高级科幻风格化角色艺术课程——第一部分:高模制作》

本课程将教授专业角色艺术家为游戏创作角色的全流程工作方法。学员将学习在ZBrush中运用多种核心技巧,包括基础模型搭建、布料雕刻、硬表面雕刻、高模创建与细节刻画等。

课程角色基于Nula的概念设计进行创作。

课程时长:34小时22分钟 1920X1080 mp4 语言:英语+中英文字幕 含中文朗读版本

第二部分:游戏就绪版

核心内容涵盖:

  • 从零开始创建角色解剖结构/身体模型

  • 在ZBrush中直接进行硬表面建模

  • 完成角色基础模型并逐步细化至最终高模

  • 雕刻风格化服装

  • 在ZBrush中制作风格化武器

  • 以及更多进阶技术

通过本课程,您将掌握实现宣传图与预告片中最终效果所需的全部技能。这些技术也可广泛适用于其他各类角色创作。

34+小时全程实时制作!
课程仅第一部分即包含超过34小时的详细内容——所有步骤均采用实时录制并配有解说,便于跟随学习。

制作流程概览:
我们从分析参考图开始,完全从零构建角色的初始解剖模型。接着细化主体身体,随后进入硬表面盔甲的基础模型搭建。完成后,将继续制作服装及其他配件的基础模型,并进入细化阶段。在此阶段,我们将把每个基础模型逐步优化为整洁、适用于重拓扑的最终高模。课程最后还将制作硬表面武器,以增强角色的整体表现力。

适合学员:
本教程适合具备ZBrush中级技能的艺术家。课程讲解极为详尽,但若您完全未接触过ZBrush,建议先学习相关入门教程(可在YouTube免费获取或在本站选择付费内容)。

使用软件:
ZBrush 2021及以上版本

讲师介绍:
Marcos Emilio Cuesta是一位经验丰富的3D角色艺术家,拥有约3年游戏行业从业经验。

章节设置:
全课程共43个视频,分为易于消化的小节,所有视频均编号排序,方便快速定位学习内容。





Advanced Sci-Fi Stylized Character Art Course – Part 01 – High-Poly

Advanced Sci-Fi Stylized Character Art Course – Part 01 – High-Poly
Learn how a professional character artist works when creating characters for games. You’ll learn techniques like blocking out, Cloth sculpting, Hard Surface Sculpting, High poly creation & detailing, and much more all inside of Zbrush.

Character based on the concept of Nula

ZBRUSH
There is a lot that will be covered in this course, but the main topics are as follows:

  • Creating character anatomy/body from scratch.
  • Doing hard-surface modeling directly inside of Zbrush.
  • Creating our character blockout and refining it to final.
  • Sculpting stylized clothing.
  • Creating stylized weapons in Zbrush.

And much more.

In this course, you will learn everything you need to know to create the final results that you see in the images and trailers. Next to this, the same techniques can be applied to almost any type of character,

34+ HOURS – Everything Done In Real-Time! 
This course contains over 34+ hours of content just for the part 1 – You can follow along with every single step – The course has been created completely in real-time & narrated.

We will start by going over our reference and creating the initial anatomy of our character completely from scratch. After this we focus on refining the main body before we move on to creating the blockouts for our hard-surface armor.

Once this is done we will further work on creating the blockouts of our clothing and additional items. After which we start the refinement phase.

In this phase we will focus on turning each blockout piece into a final high-poly model that looks clean and is ready for retopology.

We will end the tutorial by also creating a hard surface weapon to give the character more interest.

WHERE IS PART 2?
Part 2 will be uploaded soon! once uploaded we will post a link to it here.
In this part we will take the character to a final game-ready model, pose it and render it in Marmoset Toolbag.

SKILL LEVEL
This game art tutorial is perfect for artists with intermediate expertise in Zbrush – Everything in this tutorial will be explained in considerable detail. However, if you have never touched Zbrush before, we recommend that you first watch an introduction tutorial of those programs (you can find many of these for free on YouTube or paid on this very website)

TOOLS USED

  • Zbrush 2021+

YOUR INSTRUCTOR
Marcos Emilio Cuesta is a skilled 3D Character Artist with around 3 years of experience working in the game industry.

CHAPTER SORTING
There’s a total of 43 videos split into easy-to-digest chapters.
All the videos are numbered to make it easy to find exactly the ones you want to follow.

课程目录:

1 – 开始制作头部
2 – 制作身体基础模型
3 – 精修身体基础模型
4 – 进一步精修身体
5 – 开始制作衣物基础模型
6 – 继续制作衣物基础模型
7 – 膝盖与前臂护甲基础模型
8 – 腰部布料、背包及开始制作躯干护甲基础模型
9 – 继续制作躯干护甲基础模型
10 – 制作躯干背部基础模型
11 – 制作肩甲基础模型
12 – 制作恶魔头部基础模型
13 – 制作小零件基础模型
14 – 继续制作小零件基础模型
15 – 完成角色基础模型
16 – 从夹克开始细化角色模型
17 – 继续细化夹克
18 – 细化裙摆布料
19 – 细化裤子
20 – 细化皮带与口袋
21 – 继续细化口袋
22 – 细化手套与前臂护甲
23 – 开始细化小腿护甲
24 – 进一步细化小腿护甲
25 – 开始细化鞋子
26 – 继续细化鞋子
27 – 完成鞋子并开始细化胸部
28 – 进一步细化胸部护甲
29 – 继续细化胸部护甲
30 – 制作背部护甲细化
31 – 添加悬浮细节并细化内衬服
32 – 开始制作肩甲
33 – 继续制作肩甲
34 – 开始制作面具
35 – 继续制作面具
36 – 细化头发
37 – 细化恶魔头部
38 – 开始制作武器
39 – 继续制作武器
40 – 进一步制作武器
41 – 进一步调整武器
42 – 开始添加悬浮细节
43 – 完成武器高模

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