Maya 和 ZBrush制作游戏道具流程教程 - Asset Pipeline in Maya and ZBrush
2015-1-14 09:34 上传
在这一系列的Maya和ZBrush的教程中,我们将谈论工作在这种情况下,Maya和ZBrush的使用多个应用程序 - 资产的过程。
In this series of Maya and ZBrush tutorials, we'll talk about the process of working on an asset using multiple applications- in this case Maya and ZBrush.
我们将首先使用Maya的建模工具来创建一个外国人宝珠一些基本的几何形状。然后,我们把我们的几何体的ZBrush,我们将开始详细介绍它。我们将使用屏蔽和变形创造一些初步的表面细节,并按照由使用各种画笔完成了壳。
We'll begin by using Maya's modeling tools to create some base geometry for an alien orb. Then we'll take our geometry into ZBrush where we'll begin detailing it. We'll use masking and deformation to create some initial surface detail and follow that up by using a variety of brushes to finish out the shell.
我们还将学习使用径向对称快速添加细节。然后我们将看看我们ZBrush的项目中间增加新的几何形状,从Maya和使用ZBrush的原始从头开始创建我们的宝石。
We'll also learn to use radial symmetry to quickly add detail. We'll then take a look at adding new geometry from Maya in the middle of our ZBrush project and create our gem from scratch using a ZBrush primitive.
一旦雕刻完成后,我们将创建一个UV布局和输出颜色和法线贴图。要完成了这个Maya和ZBrush的培训,我们将在Maya中重新组装一切。
Once the sculpting is done, we'll create a UV layout and output color and normal maps. To finish up this Maya and ZBrush training, we'll reassemble everything in Maya.