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The Gnomon Workshop - Creating a Character for Games Vol. 1+2
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The Gnomon Workshop - Creating a Character for Games Vol. 1

The Gnomon Workshop - Creating a Character for Games Vol. 2


这个综合研讨会涵盖了使用业界信赖的技术从头开始雕刻 3D 游戏角色的整个过程。首席角色和生物艺术家/雕塑家 Omid Moradi 介绍了他使用行业标准软件 ZBrush、Maya 和 Marvelous Designer 制作 AAA 游戏角色的久经考验的工作流程。这个 4.5 小时的研讨会专为中级和高级角色艺术家设计,他们已经熟悉 3D 角色创作,但希望加深理解并提高技能。


Omid 讨论了为什么密切关注游戏角色创建流程的每个步骤至关重要。他演示了如何从头开始雕刻角色的脸部和身体,而不是依赖预先存在的资产,并展示了如何在注意接下来的步骤的同时有效地阻挡角色。还介绍了各种材料的创作过程,包括织物、皮革和金属。Omid 还提供专业见解,以预测潜在问题并在遵循行业惯例的同时防止其发生。


通过完成本研讨会,艺术家将深入了解如何将复杂的设计分解为更小、更易于管理的部分,并优先考虑流程的每个步骤,以成功创建任何复杂的 3D 设计。所学的技术将帮助艺术家一次又一次地使用。


继《为游戏创建角色:第 1 卷》之后,第二卷介绍了使用 ZBrush、Maya、Substance Painter、Marmoset Toolbag 和 Photoshop 将最终的 ZBrush 雕塑转变为完全纹理、可用于游戏的角色的整个过程。这个 8 小时的研讨会是为具有 3D 角色创建经验的中级和高级角色艺术家创建的,旨在提高艺术家的专业知识并改进他们的整体方法。


Omid 强调了精心执行角色流程步骤的重要性,并演示了如何重新拓扑 ZBrush 雕塑以创建游戏分辨率版本。他详细介绍了如何展开 UV、烘焙贴图、纹理模型以及渲染它以进行最终演示。 Omid 详细介绍了如何对各种材质进行纹理处理以及如何设置着色器以有效渲染角色。此外,他还探索了一些技术,这些技术将帮助艺术家使用行业标准实践来预测和预防常见问题。


通过完成本次研讨会,艺术家将了解如何将复杂的雕塑分解为可管理的组件,以实现高效的重新拓扑,同时保持高质量标准。


课程使用软件:Maya、Marvelous Designer、Marmoset Toolbag、ZBrush、Substance Painter、Photoshop


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This comprehensive workshop covers the entire process of sculpting a 3D game character from scratch using industry-trusted techniques. Omid Moradi, a lead character and creature artist/sculptor, presents his tried-and-tested workflow for crafting AAA game characters using industry-standard software, ZBrush, Maya and Marvelous Designer. This 4.5-hour workshop is designed for mid-level and senior character artists who are already familiar with 3D character creation but want to deepen their understanding and elevate their skills.


Omid discusses why paying close attention to each step of the game character creation pipeline is essential. He demonstrates how to sculpt the face and body of a character from scratch, rather than relying on preexisting assets, and shows how to efficiently block out a character while being mindful of the forthcoming steps. The creation process of various materials, including fabric, leather and metal, is also covered. Omid also offers professional insights into anticipating potential issues and preventing them from occurring while following industry practices.


By completing this workshop, artists will have a deep understanding of how to break down complex designs into smaller, manageable parts and prioritize each step of the pipeline to create any intricate design in 3D successfully. The techniques learned will be helpful for artists to turn to time and again.


Following on from Creating a Character for Games: Vol. 1, this second volume walks through the entire process of transforming the final ZBrush sculpt into a fully textured, game-ready character using ZBrush, Maya, Substance Painter, Marmoset Toolbag, and Photoshop. Created for mid-level and senior character artists with prior experience in 3D character creation, this 8-hour workshop aims to advance artists’ expertise and refine their overall approach.


With an emphasis on the importance of carefully executed steps of the character pipeline, Omid demonstrates how to retopologize a ZBrush sculpt to create a game-resolution version. He details how to unwrap UVs, bake maps, texture the model, and render it for the final presentation. Omid covers in detail how to texture various materials and set up shaders to render characters effectively. Additionally, he explores techniques that will help artists anticipate and prevent common issues using industry-standard practices.


By completing this workshop, artists will have insights into breaking down complex sculpts into manageable components for efficient retopology while maintaining high-quality standards.


Maya,Marvelous Designer,Marmoset Toolbag,ZBrush,Substance Painter,Photoshop


标签: 人物 角色 建模 材质 渲染 教程
分类:教程 > 3D教程 > ZBrush
发布:CGer | 查看: | 发表时间:2025/2/19 22:43:52 | 更新时间:2025/2/19 22:50:41

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