影视动画视频教程
模块: |
综合流程 建模 渲染 合成 |
软件: |
3ds Max Photoshop |
讲解: |
英文+中文字幕 |
播放时长: |
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Environment Production Workflow Tips, Tricks and Concepts - 环境制作流程、技法
3D的环境艺术家需要他们的武器库中的一组丰富的工具和技术,以应付一个完整的3D环境的复杂性。环境艺术家大卫Lesperance将引导你通过他的过程中开发环境的生产流程中的3D环境 - 提示,技巧和概念。
3D Environment artists require an extensive set of tools and techniques in their arsenal in order to deal with the complexity of a full 3D environment. Environment artist David Lesperance will guide you through his process for developing 3D environments in Environment Production Workflow – Tips, Tricks and Concepts.
在本次讲座中,各种主题的组成和布局的场景,照明,材料,纹理和雕刻技术。大卫开始了他的演讲的组成和布局,以及找到最好的组合物的环境,他的设计,他使用的技术。这包括寻找合适的心情,并使用一些快速的Adobe®hotoshop®的技巧,以提高照明场景中的,然后,他去到Autodesk的3ds Max®开发的V-Ray®材料在他的过程中,开始用玻璃和各种金属材料,指出的V-Ray®材料,使其更容易解决问题,当他们出现的各种选项。他的演讲,然后进入地形建模,讨论了一系列的技术,他的设计有说服力的地形。他首先论述了技术过渡面,开始雕刻一些高分辨率的岩层使用Zbrush4R4®,并结合他们在3ds Max®使用一些布尔运算。然后,他演示了如何混合材料使用顶点绘制控制口罩在混合材料的整个表面。接着,他又移动到地形建筑世界机床产生分形的地形图和出口的置换贴图创建地形的资产。大卫的下一个系列讲座重点的实际布局,构图,纹理,和数字照明环境。
Various topics are addressed in this lecture, starting with the composition and layout of the scene, lighting, materials, textures, and sculpting techniques. David begins his lecture on composition and layout, along with some of the techniques he uses to find the best composition for the environment he is designing. This includes finding the right mood and using some quick Adobe® Photoshop® tricks to enhance the lighting in the scene He then moves into Autodesk® 3ds Max® to go over his process for developing materials in V-Ray®, starting with glass and various metal materials, pointing out various options in the V-Ray® material to make it easier to troubleshoot issues when they arise. His lecture then moves into terrain modeling, discussing a series of techniques he uses to design convincing terrains. He first discusses a technique for blending surfaces, starting by sculpting some high resolution rock formations using ZBrush4R4® and combining them in 3ds Max® using some Boolean operations. He then demonstrates how blend materials across the surfaces using vertex paint to control a mask within a Blend Material. Next he moves on to terrain building using World Machine to generate fractal based terrain maps and exporting displacement maps to rapidly create terrain assets. David's next series of lectures focus on the practical layout, composition, texturing, and lighting a digital environment.
在这里,他专注于构建过程中,开始粗糙的布局,然后添加各种碎石资产,然后移动到照明和纹理的环境。在纹理阶段,他讨论了纹理尺度问题,并演示了如何保持质地跨多个资产规模。他的最后一组,他的演讲主要侧重于快速建模和雕刻技术员工在他的工作流程。在这里,David讨论了高分辨率子在3ds Max®-D建模,高分辨率的雕刻技术在ZBrush®。他的主要工作内ZBrush的®是使用新插入多网格工具的最新更新Dynamesh ZBrush4R4®。
Here, he focuses on the build process, starting with rough layout, then adding various rubble assets before moving into lighting and texturing the environment. During the texture phase, he discusses texture scale issues and demonstrates how to keep texture scale consistent across multiple assets. His final set of lectures focus primarily on rapid modeling and sculpting techniques he employs in his workflow. Here, David discusses everything from high-resolution sub-D modeling in 3ds Max® to high resolution sculpting techniques in ZBrush®. His primary focus inside ZBrush® is the use of the new Insert Multi Mesh tool and the latest updates to Dynamesh in ZBrush4R4®.
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