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Artstation - Alternative Hard Surface Game-Ready Production

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Artstation - Alternative Hard Surface Game-Ready ProductionArtstation - 硬表面游戏模型建模和材质贴图教程您是一名为独立/AA 工作的 3D 艺术家,希望大幅加快游戏就绪制作速度吗?您是一名为 AAA 工作的 3D 艺术家,希望获...

Artstation - Alternative Hard Surface Game-Ready Production

Artstation - 硬表面游戏模型建模和材质贴图教程


您是一名为独立/AA 工作的 3D 艺术家,希望大幅加快游戏就绪制作速度吗?

您是一名为 AAA 工作的 3D 艺术家,希望获得一些不错的技巧来走捷径并加快速度吗?

或者您是一位概念艺术家,希望在 sketchfab 上在线展示您的模型或加强您的游戏纹理?


我们将从带有尖角的 CAD 3D 概念开始,创建所有纹理贴图都已准备好的游戏模型。


软件:Plasticity,Blender,Substance Painter

使用奇怪的板材并集/相交布尔方法,只需点击几下即可实现 100% 表面优化。

无需 zbrush,只需几分钟即可获得具有漂亮斜角的高精度多边形。


本教程有: 1.我们的方法的详细说明 2.简单建模的实时过程(有叙述,附有文件) 3.复杂模型的过程延时(有叙述)。

本教程没有:概念的初始建模。 Substance Painter纹理处理过程(它有一点简单地表明它已准备好纹理化)


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Are you a 3d artist working for indie/AA looking to dramatically speed up game ready production?

Are you a 3d artist working for AAA looking to get a couple of nice tricks up your sleeve to cut corners and speed things up a bit?

Or are you a concept artist looking to show off your model online on sketchfab or to step up your texture game?


We are going to start with a cad 3d concept with sharp corners, and we are going to get a model in substance painter with all the texture maps baked ready for texturing.


Software: Plasticity > Blender > Substance Painter

100% surface optimization with few clicks using weird sheet union/intersect boolean approaches.

High poly with nice bevels in couple of minutes without zbrush.


This tutorial has: 1.detailed explanation of our methods 2.realtime process with a simple model (narrated, with the file attached) 3. timelapse of the process with a complex model (narrated).

This tutorial DOES NOT have: initial modeling of the concepts. substance painter texturing process (it has a bit to simply show that its ready for texturing) 


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