了解如何从一个概念创建一个制作就绪的风格化角色,并提供将最终结果呈现为高质量作品的技巧。Carol Cornils展示了她塑造个性化风格人物的完整过程,并分享了她将传统艺术概念应用到3D工作流程中的方法。她也提供了她个人的建议来帮助你的角色在你的作品中脱颖而出。The Gnomon Workshop – Creating Stylized Characters for Production

这是一个中级课程,需要一些关于ZBrush、Maya和Substance Painter的知识。对于那些刚接触角色的人来说,卡罗斯更清楚地分享了她自己的过程,以便初学者跟随。

这个课程包括Carol如何利用Zremesher和topology来创建清晰干净的表面,以及如何使用简单的uv创建几何体发刷。她还与Substance Painter分享了自己的材料混合技术,用于令人信服的风格化角色。

在整个工作坊中,Carol展示了她在日常工作中发现和释放角色设计魅力的方法和捷径。她的有用建议也可以应用到其他造型风格中。通过完成这个研讨会,你应该已经开发了一些技术和快捷方式,可以帮助加快自己的角色设计和创建工作流程。

Carol为这个工作室提供了几个文件,包括阻塞阶段猴子,1k纹理集的生产模型,以及她用于烘焙的高拓扑版本;您还将找到一个Maya文件,其中包含她用于渲染的着色器设置。这些文件旨在让您有机会研究Carol的选择,并帮助您在工作过程中排除故障。

本次研讨会的原始概念由迭戈·奥利瓦·莫纳德斯提出。

Gnomon工作室——为生产创造风格化的角色

课程时长:3小时40分钟 1920X1080 mp4 语言:英语+中英文字幕(云桥CG资源站机译)


学习目录:
01.简介、概述和理论
02.在ZBrush中用图元阻塞网格
03.雕刻头部
04.雕塑身体
05.制作发刷&如何使用它
06.Maya中的产品拓扑和uv
07.拓扑网格上的抛光和反馈
08.和ZBrush一起摆造型
09.用Substance Painter看发展
10.奖金章渲染与阿诺德和Stager转盘




Discover how to create a production-ready stylized character from a concept, complete with tips for presenting the final result as a high-quality portfolio piece. Carol Cornils reveals her complete process for sculpting stylized characters with personality and shares her methods for applying traditional art concepts to her 3D workflow. She also offers her personal advice for helping to make your characters stand out in your portfolio.

This is an intermediate-level workshop that expects some knowledge of ZBrush, Maya, and Substance Painter. For those new to blocking in characters, Caros shares her own process more clearly for beginners to follow along.

This workshop includes how Carol utilizes Zremesher and topology to create crisp and clean surfaces, as well as how to create geometry hair brushes with easy UVs. She also shares her own material-mixing techniques with Substance Painter for convincing stylized characters.

Throughout the workshop, Carol reveals the methods and shortcuts that she uses in her daily workflow to find and unleash the appeal in character designs. Her helpful tips can also be applied to other modeling styles. By completing this workshop, you should have developed some techniques and shortcuts that can help to speed up your own character design and creation workflow.

Carol is providing several files with this workshop, including the blocked-phase Monkey, the production model with 1k texture sets, and the high-topology version that she uses for baking; you’ll also find a Maya file with the shader setup that she uses for rendering. These files are designed to give you the opportunity to study Carol’s choices and help you troubleshoot your own work along the way.

The original concept featured in this workshop is by Diego Oliva Monardes.

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