3dmax+Substance Painter创建AAA游戏资产视频教程


artstation–创建AAA游戏资产 大小解压后:2.83G 1920X1080 mp4 语言:英语+英文字幕 Artstation – Creating a AAA Game Asset

第1部分–
课程描述
第1部分,共7部分。在这个由七部分组成的课程中,Emiel Sleegers介绍了环境资产的创建,在本例中是一个消防栓,用于AAA游戏中的实时操作。在第一部分中,他介绍了参考收集以及如何在系列中创建资源,然后演示了如何使用3DsMax创建高多边形模型。

第2部分–
课程描述
第2部分,共7部分。在这个由七部分组成的课程中,Emiel Sleegers介绍了环境资产的创建,在本例中是一个消防栓,用于AAA游戏中的实时操作。在本系列的第二部分中,他演示了如何将高保利资产转化为低保利的游戏就绪资产。他利用一个非破坏性的工作流程来快速有效地完成这项工作,同时在整个过程中展示了一些方便的提示和技巧。

第3部分–
课程描述
第3部分,共7部分。在这个由七部分组成的课程中,Emiel Sleegers介绍了环境资产的创建,在本例中是一个消防栓,用于AAA游戏中的实时操作。在这个系列的第三部分,他分享了如何UV展开资产。他介绍了多种技术,一些可以使用的方便的脚本,以及解开3D资产的最快和最有效的方法。

第4部分–
课程描述
第4部分,共7部分。在这七个部分的课程中,Emiel Sleegers实时介绍了AAA游戏中使用的环境资产(在本例中为消防栓)的创建。在本系列的第四部分中,Emiel介绍了如何将纹理贴图从高多边形模型烘焙到低多边形模型上。他用绒猴工具包演示了这一点。他介绍了多种快速、干净烘焙的技巧,并解释了如何解决烘焙过程中可能出现的问题。

第5部分–
课程描述
第5部分,共7部分。在这七个部分的课程中,Emiel Sleegers实时介绍了AAA游戏中使用的环境资产(在本例中为消防栓)的创建。在本系列的第五部分中,Emiel介绍了如何使用Substance Painter创建消防栓资产的最终纹理工作。他设置了基本场景,并演示了如何添加法线贴图细节,如螺栓和焊缝。

第6部分–
课程描述
第6部分,共7部分。在这个由七部分组成的课程中,Emiel Sleegers介绍了环境资产的创建,在本例中是一个消防栓,用于AAA游戏中的实时操作。在本系列的第六部分中,Emiel介绍了如何使用Substance Painter创建Fire Hyrdrant资源的最终细节,其中他设置了消防栓的基本金属,并添加了磨损细节,如油漆碎片、划痕和损坏..

第七部分

最终渲染
第7部分,共7部分。在这个由七部分组成的课程中,Emiel Sleegers介绍了环境资产的创建,在本例中是一个消防栓,用于AAA游戏中的实时操作。在本系列的最后一部分,Emiel介绍了Substance Painter中的一些最终润色,然后将资源导出到Marmoset工具包中,在那里他演示了如何设置和执行最终渲染,使资源为…

Artstation – Creating a AAA Game Asset

Info:

Part 1 –
Course Description
Part 1 of 7. In this seven-part course, Emiel Sleegers covers the creation of an environment asset, in this case a fire hydrant, for use in AAA games, in real time. In this first part he covers reference gathering and how he will approach creating the asset in the series, before he demonstrates the creation of the high poly model using 3DsMax.

Part 2 –
Course Description
Part 2 of 7. In this seven-part course, Emiel Sleegers covers the creation of an environment asset, in this case a fire hydrant, for use in AAA games, in real time. In the second part of this series, he demonstrates how to turn the high poly asset into a low poly, game ready asset. He makes use of a non-destructive workflow to do this quickly and efficiently, while showing some handy tips and tricks throughout the process.

Part 3 –
Course Description
Part 3 of 7. In this seven-part course, Emiel Sleegers covers the creation of an environment asset, in this case a fire hydrant, for use in AAA games, in real time. In the third part of this series, he shares how to UV unwrap the asset. He goes over multiple techniques, some handy scripts that can be used and the overall quickest and most efficient way to unwrap a 3D asset.

Part 4 –
Course Description
Part 4 of 7. In this seven-part course, Emiel Sleegers covers in real-time, the creation of an environment asset, in this case, a fire hydrant, for use in AAA games. In the fourth part of this series, Emiel covers how to bake texture maps from a high poly model onto a low poly model. He demonstrates this using Marmoset Toolbag. He covers multiple techniques to get a quick, clean bake and explains what you can do to fix any issues that might come up during the process.

Part 5 –
Course Description
Part 5 of 7. In this seven-part course, Emiel Sleegers covers in real-time, the creation of an environment asset, in this case, a fire hydrant, for use in AAA games. In the fifth part of this series, Emiel covers how to create the final texture work for the fire hydrant asset using Substance Painter. He sets up the base scene and demonstrates adding normal map details like bolts and welding seams.

Part 6 –
Course Description
Part 6 of 7. In this seven-part course, Emiel Sleegers covers the creation of an environment asset, in this case a fire hydrant, for use in AAA games, in real time. In the sixth part of this series, Emiel covers how to create the final details for the Fire Hyrdrant Asset using Substance Painter, where he sets up the base metal of the hydrant, and adds wear and tear details, such as paint chips, scratches and damage..

Part 7

Final Render
Part 7 of 7. In this seven-part course, Emiel Sleegers covers the creation of an environment asset, in this case a fire hydrant, for use in AAA games, in real time. In the final part of this series, Emiel covers some final touch ups in Substance Painter, and then exports the asset into Marmoset Toolbag where he demonstrates how to set up and execute the final render, making the asset ready for…

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