掌握完整的生物制作流程
我们将一起覆盖完整的AAA生物制作流程。你将经历从最初的概念雕刻,到游戏就绪的拓扑重建、在Marmoset Toolbag中烘焙、在Substance 3D Painter中贴图,以及在Unreal Engine 5中进行最终着色和灯光。

到课程结束时,你将知道如何将一只生物从空白场景一路打造成精致的、达到AAA工作室水准的作品集作品。

建立可靠的AAA工作流
学习一种结构化且高效的方式,为实时AAA游戏创建完整生物。我们将解释每个阶段背后的思路,让你理解为什么做出某些选择——而不仅仅是要按哪些按钮。你将培养推进复杂制作所需的工作流、问题解决能力和纪律性,而不走捷径,从而获得一套可用于未来生物、角色和作品集作品的可靠流程。

你将学到
涵盖主题:生物雕刻、拓扑重建、低模创建、拓扑优化、UV映射、UDIM工作流、烘焙、纹理绘制、硬表面道具创建、实时着色,以及Unreal Engine 5中的灯光。

课程时长:49小时 1920X1080 mkv 语言:英语原声无字幕 含课程文件

掌握完整的游戏就绪流程

为实时AAA游戏创建完整生物的结构化方法
在ZBrush中从零雕刻一只生物
使用行业标准方法进行拓扑重建
创建适用于纹理绘制和贴图烘焙的干净UV布局
将UV组织到多个UDIM瓦片中
在Marmoset Toolbag中烘焙法线贴图和网格贴图
在Substance 3D Painter中从零为生物贴图
使用完整的硬表面流程制作镣铐
在Unreal Engine 5中将生物、道具和纹理整合在一起,创建最终的实时场景

Creating Creatures for Games

Master the Complete Creature Pipeline
We’ll cover the whole AAA creature pipeline together. You’ll go from the first concept sculpt to game-ready retopology, baking in Marmoset Toolbag, texturing in Substance 3D Painter, and final shading and lighting in Unreal Engine 5.

By the end of the course, you’ll know how to take a creature from a blank scene all the way to a polished, AAA studio-ready portfolio piece.

Build a Reliable AAA Workflow
Learn a structured and efficient way to create complete creatures for real-time AAA games. We’ll explain the thinking behind each stage, so you understand why certain choices are made—not just which buttons to press. You’ll develop the workflow, problem-solving skills, and discipline needed to push through complex productions without cutting corners, giving you a reliable process you can use for future creatures, characters, and portfolio pieces.

What You’ll Learn
Topics Covered: Creature sculpting, retopology, low-poly creation, topology optimization, UV mapping, UDIM workflows, baking, texture painting, hard-surface prop creation, real-time shading, and lighting in Unreal Engine 5.

Master The Complete Game-Ready Pipeline

A structured way to create full creatures for real-time AAA games
Sculpt a creature from scratch in ZBrush
Retopologize using an industry standard method
Create a clean UV layout built for texture painting and map baking
Organize the UVs across multiple UDIM tiles
Baking normal maps and mesh maps in Marmoset Toolbag
Texture a creature from scratch in Substance 3D Painter
Build manacles using a complete hard-surface pipeline
Bring the creature, props, and textures together in Unreal Engine 5 to create your final real-time scene

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