Artstation - AAA Game Character Creation - Step by Step Guide - Full Course
欢迎来到 AAA 游戏角色创建完整课程。
为什么要参加这门课程?
游戏和动画行业现在比以前竞争激烈得多,只有高水平的人才能赢得这场竞争。所以,除了成为一名专业人士之外,你还必须了解市场。
这门课程不适合那些想成为普通艺术家的人。在这里,你将从头到尾学习我在过去几年中在游戏行业使用和完善的工作流程。除了技术技能外,你还将学习进入就业市场、赚更多钱、建立被动收入和撰写专业简历的技巧。
您将在本课程中学习什么:
从创建到渲染游戏/动画角色的完整工作流程
使用高级技术进行 3D 雕刻和建模
AAA 游戏所需的角色设计原则
游戏和动画的角色优化
适合装配和动画的标准重新拓扑
用于展示和建立强大作品集的专业照明和渲染
赚钱和进入就业市场的方法(不止几种)
撰写吸引雇主的专业简历
展示和建立作品集的重要提示。
使用的工具和工作流程:
我的目标是游戏角色的最终级别,因此角色最终将在虚幻 5 中渲染。
大多数艺术家的问题是他们无法在虚幻中设置项目并使用其材质和照明系统。
好吧,这是一个积极的方面,我认为对于游戏角色艺术家来说非常重要。
因为 UE5 是最大的游戏引擎之一。
ZBrush 用于雕刻(如果您也使用 Blender,那就没问题了)
Maya 用于重新拓扑和 UV 映射(如果您也使用 Blender 或 3DS Max,那就没问题了)
Marvelous Designer 用于服装设计(您也可以使用 clo3d)
Substantial Painter 用于纹理(Mari 也可以作为替代方案)
Unreal 和 Marmoset 用于渲染。我们使用它们两者来熟悉不同的工作流程。
Welcome to AAA Game Character Creation Full Course
Why should you take this course?
The gaming and animation industry is now much more competitive than before, and only high-level people can win this competition. So, in addition to being a professional, you must know the market well.
This course is not suitable for those who want to be an ordinary artist. Here you will learn from start to finish the workflow that I have used and perfected in the gaming industry over the past few years. In addition to technical skills, you will also learn tips for entering the job market, earning more money, building passive income, and writing a professional resume.
What will you learn in this course:
Complete workflow, from creation to rendering of game/animation character
3D sculpting and modeling with advanced techniques
Character design principles required for AAA games
Character optimization for games and animation
Standard retopology suitable for rigging and animation
Professional lighting and rendering for presenting and building a strong portfolio
Methods for earning money and entering the job market (more than a few)
Writing a professional resume that attracts employers
Important tips for presenting and building a portfolio.
Tools and workflow used:
I targeted the final level of the game characters, so the character will eventually be rendered in Unreal 5.
The problem with most artists is that they can't set up projects in Unreal and work with its materialization and lighting system.
Well, this is a positive point that I think is very important for a game character artist to have.
Because UE5 is one of the biggest game engines.
ZBrush for sculpting (if you also use Blender, it's not a problem)
Maya for retopology and UV mapping (if you also use Blender or 3DS Max, it's not a problem)
Marvelous Designer for costume design (you can also use clo3d)
Substantial Painter for texturing (Mari can also be an alternative)
Unreal and Marmoset for rendering. We use both of them to get familiar with the different workflows.
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