游戏美术视频教程
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英文+无字幕 |
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2 hrs. 53 min |
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中级 |
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Digital Tutors - Creating Game Characters with Zbrush and TopoGun
2 hrs. 53 min. | December 1, 2011 | ZBrush 4, TopoGun 1.06 | Author: Justin Marshall
In this course we're going to use ZBrush and TopoGun to convert a very high resolution female hero character into a lower resolution game-type model. Sculpting applications like ZBrush are great for creating extremely detailed models, complete with surface texture and color. But to be able to rig, animate, or integrate these models into a game engine, we first have to convert the model to a much lower resolution. 在这个过程中,我们将使用的ZBrush和TopoGun转换成较低的分辨率的游戏型模式非常高的分辨率的女英雄人物。像ZBrush的雕刻软件是伟大的创建非常详细的模型,完整的表面纹理和颜色。的,但要能够操纵动画,或融入一个游戏引擎,这些模型,我们首先要转换模型,以低得多的决议。
TopoGun is a great tool for taking our detailed meshes and allowing us to very intuitively redraw this new topology. In addition, it will allow us to project all of the mesh's detail onto maps. In this way we can use a lower resolution version of the model, while it still appears very detailed. We will start by preparing and exporting our dense meshes from ZBrush and then bring those into TopoGun as references. We'll use several tools in TopoGun to literally draw new base geometry right onto the high resolution meshes. TopoGun是一个伟大的工具,为我们详细的网格和使我们能够非常直观地重绘这个新的拓扑。此外,它将使我们投射到地图网格的细节。这样,我们可以使用一个模型的分辨率较低的版本,而它仍然显得非常详细。我们将开始从ZBrush的准备和出口密集的网格,然后带入TopoGun那些作为参考。我们将使用几个工具中TopoGun字面上右转高分辨率网格绘制新基地的几何形状。
We'll look at several of the tools available and how we can manipulate and change topology once it's been created. Once the topology is done, we'll create UVs for the new pieces and then generate maps for the detail and color information. Once we're done you'll have created your own game-type character from a very dense sculpt and you'll have the knowledge you need to repeat the process on your own creations. 窗体顶端我们来看看一些可用的工具,我们如何能够操纵和改变拓扑结构,一旦它被创建。拓扑结构完成后,我们将创建新件的UV,然后生成地图的细节和色彩信息。一旦我们做了,你必须创建自己的游戏型性格,从一个非常密集的造型,你需要重复你自己的创作过程中,您将有知识。
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