Masterclass: Modeling 3D Props for AAA Games
MP4 | Video: 1280x720 | 70 kbps | 44 KHz | Duration: 20 Hours | 9.52 GB
Genre: eLearning | Language: English
with 3ds Max and Substance Painter
As well as hands-on modeling, you'll also learn how to approach the process as a professional artist: using a reliable pipeline and techniques that you can apply to any project, guaranteeing quality results on time, every time.
We'll also discuss the best use of edge-flow, how to avoid and correct construction errors, and real-time specific considerations. Because we're aiming at high end AAA games, we want to bring the model to the high level of quality that's expected of game productions today, while keeping our polycount efficient - something that many professional game artists struggle with as we transition from props that used to have on average 1000-3000 triangles on the first LOD, to props that now have around 5000 triangles or more - as is the case with Witcher 3.
When texturing, we'll take advantage of Substance Painter, a 3D painting application that's quickly becoming standard in the games industry for hard-surface models, such as this crossbow. We'll easily create blends between various finishes of metal - polished, scratched and hammered - while at the same time adding details to the normal map, ensuring that all maps align and complement each other. And because Substance Painter is geared towards PBR materials, the creation of metallic and roughness maps is both easy and intuitive.
大师班: AAA 游戏建模 3D 道具
MP4 |视频: 1280 x 720 |70 kbps |44 kHz |持续时间: 20 小时 |9.52 GB
类型: 电子学习 |语言: 英语
用 3ds Max 和物质画家
以及动手建模,您还将学习如何处理过程作为一名专业的艺术家: 准时,每次使用可靠的管道和你可以适用于任何项目的技术,保证质量结果。
我们还将讨论边缘流最好使用、 如何避免和正确的施工错误和实时的特定注意事项。因为我们的目标在高端 aaa 级游戏,我们想要将模式带到高水平的同时保持我们的多边形效率 — —许多专业游戏艺术家与斗争,当我们从道具,用来对第一次的 LOD,到现在有大约 5000 三角形或更多-以巫师 3 例的道具平均 1000年-3000 三角形过渡的东西今天,预期的游戏制作的质量。
当纹理,我们会利用物质的画家,一个 3D 绘画应用程序,正迅速成为标准在游戏行业中用于硬表面模型,例如此弩。我们会轻松地创建间各种饰面的金属-抛光划痕和锤-同时将详细信息添加到法线贴图,确保所有地图对齐和相互补充的混合。而且因为物质画家朝向 PBR 材料,金属和粗糙度地图创建简单和直观。