FastTrack Tutorials - Creating Hero Assets for Games & Cinematics
学习专业道具艺术家在为游戏和过场动画创建资产时的工作方式。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、渲染等所有内容。26.1GB
使用软件:BLENDER, SUBSTANCE, ZBRUSH AND MARMOSET TOOLBAG
本课程将从头到尾介绍如何为游戏创建资产的完整过程。我们将涵盖的一些主要主题如下
适当的项目规划并创建我们的资产块。
创建低多边形版本。
创建基础高多边形版本。
雕刻任何额外的损坏和细节在我们的高多边形上。
有效地UV展开和烘烤我们的模型。
分多个阶段创建我们的纹理,从高度细节开始,然后是基础颜色,然后是材质定义和一些最终抛光。
在MARMOSET TOOLBAG中渲染我们的资产并创建最终屏幕截图。
我们还将在这些主要主题之间介绍更多信息。
最后,您将了解如何准确创建您在图像中看到的内容,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。
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.
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