游戏美术视频教程
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英文+无字幕 |
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2 hrs. 14 min |
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高级 |
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Digital Tutors 数字导师 利用CINEMA 4D 和 Zbrush 4创建游戏武器 Game Weapons
2 hrs. 14 min. | February 1, 2011 | CINEMA 4D R12 and up for project files, ZBrush 4 and up for project files | Author: Justin Marshall | 741.84 MB
In this series of lessons we are going to go through the process of building and detailing a sword using CINEMA 4D and ZBrush.
在这一系列的教训,我们要通过建设和详细使用CINEMA 4D的ZBrush的一把利剑的过程中去。
When building 3D assets, the ability of your computer to manipulate those objects is limited, especially when dealing with very high resolution meshes. Because of this, we use 2D images, like normal maps, to simulate the high resolution detail in a way that we can more easily use. In this course, we will build a sword from scratch in CINEMA 4D.
建设三维资产时,您的计算机操纵这些对象的能力是有限的,特别是在处理非常高的分辨率网格的。正因为如此,我们使用二维图像,像正常的地图,模拟的方式,我们可以更方便地使用高分辨率详细。在这个过程中,我们将建立一个从头开始在CINEMA 4D的剑。
Once the base geometry is modeled, we will completely sculpt and paint the sword in ZBrush using a variety of techniques. To finish up, we will generate maps for the color and sculpted detail and use GoZ to quickly transfer all of the data back to CINEMA 4D.
一旦基地几何建模,我们将完全造型和漆剑使用了多种技术,在ZBrush。要完成,我们将产生的颜色和雕刻细节的地图,并使用戈兹贝达快速传输的所有数据CINEMA 4D的。
When you are done, you will have a better understanding of the workflow involved in building and sculpting high resolution props and set pieces with CINEMA 4D and Zbrush and creating useable assets from them.
当您完成,您将有一个更好地了解在建筑和雕刻高分辨率道具中所涉及的工作流程,并与CINEMA 4D的ZBrush的设置件,并从他们创造的可用资产。
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