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10 Modules MP4

Title: Uartsy – Creature Creation For Games

Info:

In this 10-week course you will be creating 3 characters, ordered much like any RPG (role-playing game); beginning with the simple and grinding your way into the complex and most rewarding. The course will cover multiple workflows for creating compelling creatures for video games using a variety of tools, from introductory to advanced. Most importantly, while providing you with all the technical knowledge you can handle, we aim to make this course 10 weeks of intense fun for any artist with a passion for real-time beasties.

The 5 most important lessons:

Sculpting creature anatomy using real world creature mechanics

Maintaining aesthetic appeal and vision in concept art implementation

Reconciling the anatomical, physiological and morphological in the odd and fantastic

Workflow optimization for simplifying complex retopology, UVing and generating maps

Building a stunning realtime creature presentation in Unreal

Project 1 : Building a Nooblidon

In this first week we will be working on a simple character to review the concepts of producing a creature character for real-time render

Covered Topics:

Modeling A Minor NPC Creature Using ZBrush & Maya

ZBrush Texturing Fundamentals

Creating Ordered Topology Within ZBrush

UV, Height & Texture Map Generation In ZBrush

Previzualization Using Maya’s Real-Time Renderer & Keyshot

Project 2 : Leveling Up – Sculpting A Mid-Sized Enemy Beast

In these following weeks we expand on the concepts introduced in the first week of the course and introduce tools that aid in producing better results for characters with a bit more complexity

Covered Topics:

Sculpting Creature Anatomy Using Real World Creature Mechanics

Maximizing ZBrush Mesh Control For Sculpting

Project 3 : Leveling Up – Ordered Topology

Continue to expand on the concepts introduced in the first week and retopologize your mid-level creature

Covered Topics:

Fundamentals Of Ordered Topology

Retopology Using The Modeling Toolkit In Maya 2015

Project 4 : Leveling Up – Putting On The Polish

Add the finishing touches to your mid-level creature and create a final polished render

Covered Topics:

ZBrush & Photoshop Techniques To Generate Rich Textures

UV & Map Generation Using Maya

Using Marmoset Toolbag For Dynamic Presentation

Project 5 : The Boss Battle – Creating a Behemoth

During the second half of the course, the emphasis will be on getting the best possible results using an array of tools and techniques when producing a heroic enemy NPC

Covered Topics:

Reconciling The Anatomical, Physiological & Morphological In The Odd & Fantastic

Management Of A Complex Game Character Project

Maintaining Aesthetic Appeal & Vision In Concept Art Implementation

Project 6 : The Boss Battle – Sculpting To Match Scale

Continue working on your heroic enemy NPC, paying special attention to hybrid creatures that combine anatomy from multiple species

Covered Topics:

Sculptural Lighting & The ZBrush Blockout

Reference Sculpting In ZBrush

Building Creatures From The Bones Out

Sculpting In Anatomical Hybridization Guided By Morphology

Project 7 : The Boss Battle – Digging In Deeper & Adding Complex Elements

This week you will enhance the complexity of your heroic enemy NPC by adding details and creating hard surface accessories.

Covered Topics:

Final Sculptural Details Using Alphas, Brush Modification & Surface Noise

Preparation For Hair & Fur Using Fibermesh To Generate Planar Poly Hair

Hard Surface Creature Elements & Accessories Using ZBrush

Project 8 : The Boss Battle – Workflow Optimization

This week, Damian will share his tips for optimizing your workflow, as you continue working on your heroic enemy NPC and begin the process of retopologizing and generating maps

Covered Topics:

Simplifying Complex Retopology

UVing Using Maya & ZBrush

Map Generation Using xNormals

Project 9 : The Boss Battle – Creating Compelling Color & Materials

This week, you will texture your heroic enemy NPC, using a combination of programs to get the best result

Covered Topics:

Tips For Selecting Appropriate Colors & Textures For Game Creatures

Texturing With Photoshop, ZBrush, Substance Designer & Substance Painter

Project 10 : Bonus: Rigging

10 模块 MP4

标题: Uartsy — — 生物创造的游戏

信息:

在这 10 周的课程中您将创建 3 个字符,下令很像任何 RPG (角色扮演游戏);从简单的开始和磨成的复杂和最有意义的你的方式。该课程将涵盖多个工作流创建令人信服的生物使用各种各样的工具,从入门到高级的视频游戏。最重要的是,同时为你提供所有你能处理的技术知识,我们的目标是使本课程 10 个星期的激烈有趣任何一位艺术家以激情为实时的动物。

5 最重要的经验教训:

雕刻的生物解剖使用真实世界的生物力学

维护的审美情趣和视觉概念艺术执行

调和的解剖、 生理和形态中,奇数和神奇

工作流程的优化,简化复杂的进行,UVing 和生成地图

建设一个令人惊叹的实时生物演示文稿在虚幻

项目 1: 建立 Nooblidon

在这第一周我们将工作在一个简单的角色来查看生产实时渲染的生物特征的概念

涵盖的主题包括:

建模小人大生物使用 ZBrush & 玛雅

ZBrush 纹理基本面

创建在 ZBrush 内的序的拓扑

紫外线、 高度与 ZBrush 纹理地图生成

Previzualization 使用玛雅的实时渲染器 & 快捷键

项目 2: 平 — — 雕刻的中型的敌人野兽

在这些接下来几周我们扩大在第一周的课程中介绍的概念和介绍的工具,可帮助更好的结果,对于稍微复杂的字符

涵盖的主题包括:

雕刻的生物解剖使用真实世界的生物力学

最大化 ZBrush 网格控制雕刻

项目 3: 平 — — 序拓扑

继续扩大对引入的第一周的概念,重新拓扑你中级生物

涵盖的主题包括:

序拓扑的基本原理

在玛雅 2015 年使用建模工具包进行

项目 4: 平 — — 穿上波兰语

最后的润色,对你中级生物和创建最后的抛光的渲染

涵盖的主题包括:

ZBrush & Photoshop 技术来生成丰富纹理

UV & 地图生成使用玛雅

狨猴包括用动态演示文稿

项目 5: 老板的战斗 — — 创建一个庞然大物

在第二个一半课程,重点将放在获得使用数组的工具和技术,生产一个英雄的敌人 NPC时最佳的可能结果

涵盖的主题包括:

调和的解剖、 生理与形态学中的奇数与神奇

复杂的游戏角色,项目管理

维护的审美情趣与视觉概念艺术执行

项目 6: 老板的战斗 — — 造型与规模相匹配

在你英雄的敌人 NPC,特别注意结合解剖学来自多个物种的杂交动物继续工作

涵盖的主题包括:

雕塑的照明与 ZBrush 遮住

在 ZBrush 雕刻的参考

建设生物从出骨头

雕刻在指导下形态解剖杂交

项目 7: 老板的战斗 — — 挖深 & 添加复杂的元素

本周你将增强你英雄的敌人 NPC 的复杂度,通过添加详细信息和创建硬面辅料。

涵盖的主题包括:

使用阿尔法、 刷修改与表面辐射噪声的最后雕塑详细信息

头发及皮毛使用网状生成平面聚头发准备

坚硬的地表生物元素 & Zbrush 的配件

项目 8: 老板的战斗 — — 工作流程的优化

本周,达米安将分享他优化您的工作流,你在你英雄的敌人 NPC 上继续工作,并开始retopologizing 和生成映射的过程的提示

涵盖的主题包括:

简化复杂的进行

UVing 使用玛雅 & ZBrush

映射生成使用 xNormals

项目 9: 老板的战斗 — — 创建令人信服的颜色与材料

这一周,你将纹理你英雄的敌人 NPC,程序结合使用,以获得最好的结果

涵盖的主题包括:

选择适当的颜色与纹理游戏生物实用贴士

纹理与 Photoshop、 ZBrush,物质设计师 & 物质画家

项目 10: 奖金: 索具