单片硬表面建模研讨会。这是一个完整的车间,记录实时,无编辑(除了清理的中断和中断) 。被警告,这是一个漫长车间。但是,当涉及到坚硬的表面上,这是一个漫长的过程这就是为什么我没有做太多了,由于时间限制。通过坚持下来,一路学习所有的我用的招数,或挑取的每个章节。我希望你喜欢它,请随时订阅和分享您的意见。
The monolithic Hard Surface Modelling Workshop. This is a full workshop, recorded in realtime, with no edits (besides clean up for interruptions and breaks). Be warned, it is a LONG workshop. But when it comes to hard surface, it is a long process which is why I don't do too much of it due to time constraints. Stick with it all the way through to learn all of the tricks I use, or cherry pick from each chapter. I hope you enjoy it and please feel free to subscribe and share your feedback.
In this series I'll take you through 5 chapters:
---- Chapter 1 ----
+ Set up of the sculpting environment
+ Using Dynamesh to create a rough concept sculpt that will serve as a base for the rest of our creation
+ The use of hard surface brushes such as Trim Dynamic, HPolish and Damien Standard
+ Using the new Trim tools
---- Chapter 2 ----
+ Refining the head and creating individual Sub Tools
+ Using ZSpheres for retopology
+ Using the Crease functions to create our hard edges on our clean meshes
+ Looking at how topology effects the surface of our meshes
---- Chapter 3 ----
+ Refining the body and creating individual Sub Tools
+ Dealing with design changes and technical issues
+ Converting our clean topology to Dynamesh to add more surface properties
+ Using Insert Mesh Brushes to quickly add repeating meshes
----Chapter 4 ----
+ Converting our clean geometry back to high resolution Dynamesh for further detailing
+ Using Slice tools to create new panel sections and enforce our design aesthetic
----Chapter 5 ----
+ Setting up our Materials
+ Applying base colours for further painting and texturing using different material types
+ Adding more texture detail, decals, scratches and interesting texture points using ZApplink and Photoshop
+ Setting up Lightcaps
+ Rendering and the use of BPR Filters to enhance our render
+ Post render work in Photoshop