在这个视频系列中,Eric Keller展示了他设计、建模和纹理化一个精确而逼真的跳蛛的过程。从Pixologic的ZBrush中的一个简单块开始,Eric向您展示了他雕刻精确细节的管道,在Substance Painter中绘制纹理和材质,在Maya中创建工作拓扑和uv,使用Peregrine Lab的Yeti生成逼真的毛发,以及使用Redshift for Maya设置照明和渲染属性。The Gnomon Workshop – Modeling and Rendering a Realistic Jumping Spider – Eric Keller

一路上,埃里克讨论了蜘蛛解剖学和生物学的重要方面,这些方面应该启发和通知生物设计师和建模师。他根据自己对昆虫和蜘蛛微距摄影的研究,展示了照明和构图技术。该视频系列是专为中级到高级CG艺术家设计的,旨在扩展他们的技能和蜘蛛知识,并将Peregrine Labs Yeti fur软件集成到他们自己的模型中。提供了示例文件。

持续时间9小时 包括项目文件 1920X1080 MP4 语言:英语+中英文字幕(云桥CG资源站机译)

标题:Gnomon课程——建模和渲染一只逼真的跳蛛——Eric Keller

使用的软件:

– Zbrush
– Substance painter
Redshift
– Maya
Yeti



学习概要:
01.介绍
02.蜘蛛解剖学基础概述
03.使用ZBrush ZSpheres来阻挡蜘蛛
04.将蜘蛛网分割成子工具
05.画出蜘蛛的轮廓
06.改进头部的形状
07.优化腿的分段
08.定义蜘蛛的眼睛和口器
09.完成ZBrush蜘蛛造型
10.在Maya中创建低多边形蜘蛛拓扑
11.在Maya中创建蜘蛛的UV纹理坐标
12.在ZBrush中雕刻蜘蛛的表面细节
13.用ZBrush绘制蜘蛛的皮毛颜色图案
14.从ZBrush导出蜘蛛纹理和置换贴图
15.在Substance Painter中烘焙蜘蛛细节贴图
16.在Substance Painter中绘制蜘蛛的外骨骼
17.从Substance Painter导出蜘蛛纹理
18.摆一个跳蜘蛛的姿势
19.在Maya中建立蜘蛛的基本照明和视图
20.在Maya中设置蜘蛛的红移材质
21.为蜘蛛的腹部创建雪人毛发节点
22.将颜色纹理贴图应用于腹部毛发
23.为裸体蜘蛛头创建雪人
24.梳理和遮蔽蜘蛛身上的雪人皮毛
25.最终蜘蛛红移渲染分解

In this video series, Eric Keller demonstrates his process for designing, modeling and texturing an accurate and realistic jumping spider. Starting from a simple block out in Pixologic’s ZBrush, Eric shows you his pipeline for sculpting accurate details, painting textures and materials in Substance Painter, creating a working topology and UVs in Maya, generating realistic fur using Peregrine Lab’s Yeti, and setting up lighting and rendering properties using Redshift for Maya.

Along the way Eric discusses important aspects of spider anatomy and biology that should inspire and inform creature designers and modelers. He demonstrates lighting and compositional techniques based on his study of insect and spider macro photography. The video series is designed for intermediate to advanced CG artists looking to expand their skill set and their knowledge of spiders as well as incorporating Peregrine Labs Yeti fur software into their own models. Example files are provided.

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