《使用Maya和ZBrush创建游戏道具教程 》 

2010-08-15 16:54 发布

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资源简介: Digital Tutors出品的 Creating Game Weapons in Maya and ZBrush . 利用 Maya和 ZBrush 进行游戏道具制作视频教程. 该教程中我们将使用一个Maya与ZBrush工作流程,建立和纹理的详细战斗锤道具。特别是在非常高的分辨率网格处理这张教程有详细的说明。为此,我们要利用模拟的方式使我们能更轻松地使用高分辨率的地图详细正常的事情。在这个过程中. 使用风化战斗锤作为一个例子来说明的方式,可以使用Maya和ZBrush共同建设和雕塑高分辨率件道具和设定,几何形状和布置在Maya的UV........要经过雕刻和纹理的ZBrush锤过程......... 官网链接: http://www.digitaltutors.com/09/training.php?cid=5&pid=107 教程时长: 1小时10分 使用的软件: ZBrush 3.1或更高版本 压缩包内提供有联系素材. In this course we will use a Maya to ZBrush workflow to build and texture a detailed battle hammer. When working with digital assets, the ability of your computer to manipulate those assets is limited, especially when dealing with very high resolution meshes. For this reason, we use things like normal maps to simulate the high resolution detail in a way that we can more easily use. In this course, we'll use a weathered battle hammer as an example to illustrate some of the ways you can use Maya and ZBrush together to build and sculpt high resolution props and set pieces and create useable assets. After building the base geometry and laying out UVs in Maya, we'll go through the process of sculpting and texturing the hammer in ZBrush. We'll finish up by applying all of that detail back in Maya to create a high quality, useable prop. 教程预览: 目录: 1. Introduction and Project Overview 2. Building the base mesh 3. Creating a uv layout 4. Transferring geometry to ZBrush 5. Sculpting the hammer head 6. Painting the hammer head 7. Deforming the handle geometry with textures 8. Converting textures to polygon colors 9. Outputting normal maps from ZBrush 10. Moving assets from ZBrush to Maya 11. Transferring color and normal maps in Maya 12. Creating custom specular maps
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