《ZBrush教程: Manimal 胸像雕刻》 

2010-09-09 16:28 发布

资源简介: Gnomonology 出品的 ZBrush Digital Sculpting Series 系列教程之一.本教程将讲述如何制作一个 Manimal 胸像. 共6个章节. 该教程包含了常用的雕刻笔刷在雕塑类模型方面的使用技巧,并讲解了在 ZBrush 中为模型摆姿势的方法,从而展示了一个完整的案例流程。该教学适合初中级用户观看,尤其是对雕塑类专业的学生有较好的指引作用。 教程时长:3小时19分. 共6章 第1章: 本节将介绍如何使用 ZBrush 的各种工具来制作一个想象中的雕塑模型。涉及的工具涵盖 Move(移动)笔刷和 Transpose 工具,并介绍如何隐藏/显示多边形/polygroups(多边形颜色组)以及如何创建 polygroups。 第2章: 本节将介绍如何使用 ZBrush 的各种工具来制作一个想象中的雕塑模型。涉及的工具涵盖 Clay(粘土)和 smooth(平滑)笔刷,增加细分级别,使用 Mask 和 alphas 进行雕刻,并在隐藏 Mask(遮罩)的状态下操作。同时也将介绍如何概括躯干上各种肌肉群的形状。 第3章: 本节将介绍如何概括身体的解剖结构,并将其外表平滑。并将介绍如何有效地检查模型的比例。涉及的工具涵盖 flatten(压平)和 pinch (收缩)笔刷、lazy mouse(延迟笔触)和使用 3D Layer 来进行雕刻。 第4章: 本节将介绍如何制作模型的头发。涉及的工具涵盖如何使用 Mask(遮罩)来控制头发的整体形状,从现有模型上绘制遮罩来提取新的网格以及 slash 2 笔刷的使用技巧。 ...................... In this series of videos Nick shows how to use ZBrush as a 3D digital sculpting tool. He covers everything from working with brushes, using masks, posing the creature with the transpose tool, and 3D layers. The base torso mesh is provided as an .obj and the final sculpt is provided as a .ZTL. 主讲人: Nick Zuccarello Graphics Trainer Nick Zuccarello is a Graphics Trainer for Electronic Arts. (EA Tiburon) Nick Has worked in the computer graphics/video game industry for over ten years. He has worked with companies such as Sony Online Entertainment, High Moon Studios and Electronic Arts as a Character/Creature Artist. He has worked on Star Wars Galaxies, Darkwatch and Madden Next Gen. 教程视频预览: 目录: Chapter 1 Real-Time Sculpting Session? In this section we will take a look at how to use some of the various tools in ZBrush to create a custom sculpture. Tools that we will cover include the move brush, the transpose tool, how to hide/show polygons/polygroups and how to create polygroups. Chapter 2 Real-Time Sculpting Session? In this section we will take a look at how to use some of the various tools in ZBrush to create a custom sculpture. Tools that we will cover include the clay tubes brush, smooth brush, adding subdivision levels, working with masks and alphas, and working with hidden masks. We will also be looking at how to rough in the shapes of the various muscle groups in the torso area. Chapter 3 Real-Time Sculpting Session? In this section we will be taking a look at how to rough in the various anatomical sections on the body and bring them to a fairly polished state. We will cover how to effectively check our proportions on our model. We will also take a look at the flatten brush, pinch brush, lazy mouse, sculpting on 3D layers. Chapter 4 Real-Time Sculpting Session? In this section we will be taking a look at how we can build hair on our model. We will cover how to use masks to control the over all shape of our hair. We will take a look at how we can extract a new mesh from a masked piece of an existing model. We will also take a look at the slash 2 brush. ......................
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