[Maya和ZBrush创建游戏道具教程.].Digital.Tutors.Creating.Game.Weapons.in.Maya.and.ZBrush
In this course we will use a Maya to ZBrush workflow to build and texture a detailed battle hammer.
When working with digital assets, the ability of your computer to manipulate those assets is limited, especially when dealing with very high resolution meshes. For this reason, we use things like normal maps to simulate the high resolution detail in a way that we can more easily use. In this course, we'll use a weathered battle hammer as an example to illustrate some of the ways you can use Maya and ZBrush together to build and sculpt high resolution props and set pieces and create useable assets. After building the base geometry and laying out UVs in Maya, we'll go through the process of sculpting and texturing the hammer in ZBrush. We'll finish up by applying all of that detail back in Maya to create a high quality, useable prop.
在本课程中我们将使用一个玛雅人到 ZBrush 工作流构建和纹理详细的战斗锤。
当使用数字资产,您的计算机来操纵这些资产的能力很有限,特别是在处理非常高分辨率的网格。为此,我们使用之类的法线贴图来模拟高分辨率细节我们可以更方便地使用的方式。在此过程中,我们将使用锤子风化的战斗作为一个例子来说明一些你可以使用玛雅和 ZBrush 一起建立和造型高分辨率道具和场景,创造可用资产的方式。建筑基础的几何尺寸和铺设在玛雅 UVs之后, 我们就去通过雕刻和纹理在 ZBrush 锤的过程。我们将完成通过应用全部的回到了玛雅人创造高质量,可用道具细节。