The Gnomon Workshop - Modeling a Stylized Character for Games
Maya Zbrush Unreal engine为游戏建模风格化角色教程。
了解创建风格化游戏角色模型和渲染专业作品集的过程。高级角色艺术家 Kat Unsworth 详细介绍了她的整个工作流程,从角色模型的初始设计到制作的每个阶段。她解释了基本艺术技能的重要性——包括解剖学、形式、形状语言、手势和流程——以及它们如何为过程的每个阶段提供信息,以帮助创造逼真的最终结果,即使在处理风格化的概念时也是如此。
工作坊从Photoshop开始,用于角色的设计,使用油漆来完全可视化角色的外观。从那里,凯特跳入玛雅以阻止角色;她还将 Maya 用于低多边形网格、重新拓扑和 UV。在整个过程中,她解释了在处理自己的项目时需要牢记的所有注意事项,以确保您的管道是非破坏性的,并从长远来看帮助您节省时间。
ZBrush在这个工作坊中使用,以雕刻高多边形的细节,然后使用狨猴工具箱将其烘焙到地图中,然后使用物质画家进行纹理处理。作为管线的最后一步,Kat介绍了在虚幻引擎5中导入和设置最终角色的过程,并解释了如何使用UE5生成作品集就绪的渲染。
Discover the process of creating a stylized game character model and rendering a professional portfolio piece. Senior Character Artist, Kat Unsworth, details her entire workflow, from the initial design of the character model through every stage of its production. She explains the importance of fundamental art skills — including anatomy, form, shape language, gesture, and flow — and how they inform each stage of the process to help create a realistic final result, even when dealing with stylized concepts.
The workshop begins in Photoshop for the character's design, using paint-overs to fully visualize how the character will look. From there, Kat jumps into Maya to block out the character; she additionally uses Maya for the low-poly meshes, retopology, and UVs. Throughout the process, she explains all the considerations you need to keep in mind when working on your own projects to ensure your pipeline is non-destructive and to help save you time in the long run.
ZBrush is used in this workshop to sculpt the high-poly details, which are then baked into maps using Marmoset Toolbag and then textured using Substance Painter. As the last step of the pipeline, Kat walks through the process of importing and setting up the final character in Unreal Engine 5 and explains how to generate a portfolio-ready render using UE5.
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