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Duration 2h 19m With Project Files MP4
在这个教程里面,布莱恩·雷克滕瓦尔德(Brian Recktenwald)从头到尾完成了整个过程,并介绍了用于创建照片写实,风格化的场景的不同方法和技术。使用Reality Capture,3ds max,Marmoset Toolbag和ZBrush详细描述了规划,捕获,清理和创建实时就绪的模型和可瓦片纹理。 Brian讨论了使用ZBrush的岩石的雕刻技术,然后使用物质画家以照片扫描纹理为基础进行纹理化。在他拥有所有的游戏就绪资产之后,他重视了经常在生产环境中使用的“资产健身房”的理念和方法,以帮助组织和准备装配场景。最后,Brian组装了一个Unreal中的沙漠场景,打破了关于构建游戏模块化环境的材料创作,照明和一般哲学。
This workshop is for intermediate to advanced environment artists in the games industry that want to hone new skills in photogrammetry to assemble a look-dev environment using Unreal. In this title, Brian Recktenwald goes over the entire process from start to finish and addresses different approaches and techniques used to create a photorealistic, yet stylized, scene. Planning, capturing, clean up and creation of real-time ready models and tileable textures is gone over in detail using Reality Capture, 3ds Max, Marmoset Toolbag and ZBrush. Brian discusses sculpting techniques for rocks using ZBrush and then textures one using Substance Painter with the photo scanned textures as a base. After he has all of the game-ready assets, he goes over the philosophy and approach of “asset gyms” that are often used in production settings to help organize and prep the scene for assembly. Finally, Brian assembles a desert scene in Unreal breaking down material creation, lighting and general philosophies regarding building modular environments for games.
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