赛博朋克是一个充满活力、令人兴奋且霓虹灯光的游戏环境,出现在越来越多的视频游戏中。
在这个系列中,我将向您展示一个专业的制作流程,用于创建赛博朋克城市的低面数和高面数模块化游戏资产,以供在Unity高清晰度渲染管线(HDRP)中使用。
我们将在Blender 2.82中进行建模,我将向您展示许多酷炫的技术、快捷方式和最佳实践。我们将对模型进行UV展开,以确保获得高质量的专业结果。
然后,我们转向 Substance Painter 2019,这是当今游戏设计行业中使用的领先程序纹理应用之一。我将向您展示如何创建具有令人惊叹效果和当今游戏行业所期望的逼真感的4K多层材质。我们还将涵盖用于霓虹灯光的不透明层和发光通道。
最后,我们将把优化后的低面数3D模型与高清纹理地图带入Unity,并在Unity中使用HDRP设置建立和渲染一个逼真的场景,这些设置在目前的任何游戏引擎中都具有一些最逼真和令人印象深刻的光照和渲染能力。
通过本课程的学习,您将对制作和纹理自己的游戏对象感到非常自信。您将拥有一个令人印象深刻的作品,可以包含在您的游戏设计作品集中。
那为什么不今天就报名,我期待在我的课程中见到您。
课程时长:33小时 1280X720 mp4 语言:英语+中英文字幕(云桥网络 机译)含课程文件
要求
至少5GB的免费硬盘空间
PC、Mac或Linux电脑
在线免费下载Blender 2.8.2
下载 Substance Painter 2019.3 的30天试用版
在线免费下载Unity 2019
适合对象:
任何想要学习如何在Unity游戏引擎中制作、纹理和展示专业3D模型的人
希望进入游戏设计行业的设计师和视觉艺术家
想要学习游戏设计和3D建模的人
Cyberpunk is a vibrant, exciting and neon drenched game environment appearing in more and more video games.
In this series I am going to show you a professional production process for creating both low poly and high poly modular game assets for creating a cyberpunk city for use in the Unity High Definition Render Pipeline (HDRP)
We will be modelling in Blender 2.82, where I will be showing you lots of cool techniques, shortcuts and best practices. We will be UV unwrapping the models to ensure we get high quality professional results.
We then jump over to Substance Painter 2019, one of the leading procedural texturing applications used in the game design industry today. I will be showing you how to create 4K multi layered materials that have that wow factor and the realism that is expected in today’s game industry. We will also be covering opacity layers and emission channels for the neon glows.
Finally we take our optimised low poly 3D models with High Definition texture maps into Unity and set up and render a realistic scene using the HDRP settings in Unity which have some of the most realistic and impressive lighting and rendering capabilities in any game engine at the moment.
By the end of this course you will be very confident with making and texturing your own game objects. You will have an impressive piece you can include in your game design portfolios.
So why not enrol today and I look forward to seeing you in my course.
01. Course Introduction 01. Introduction 02. Research assignment 04. Setting up Blender 04. Setting up Blender
02. Blender Basics 01. Blender Basics – Object Mode 02. Blender Basics – Edit Mode
03. Low poly modelling 01. Blocking out a shop front 02. Blocking out the shop top 03. Modelling the door 04. Modelling the window 05. Modelling the ventilation shaft 06. Modelling the Fan 07. Modelling Columns V1 08. Modelling Columns V2 09. Modelling the side pillars 10. Modelling roller shutter frame 11. Modelling roller shutter metal 12. Merging geometry 13. Deleting backfaces 14. Creating a neon tube 15. Creating Quads 16. Modelling the signs 17. Modelling top wall V1 18. Modelling pipes 19. Creating curved pipes 20. Finishing shop front V1 21. Hanging wires 22. Wires Task 23. Top Wall Fix 24. Setting up neon text 25. Neon text V2 26. Blockout 2 27. Modelling shop front V2 28. Finishing shop front V2 29. Modelling the electric box 30. Blockout for top wall V2 31. Modelling top wall V2 32. Creating more neon text 33. Creating the upper floor 34. Creating neon wires 35. Creating side signs 36. Creating a standing sign 37. Video 42 – Hotel Blockout 38. Video 43 – Modelling the hotel base 39. Hotel Text 40. Hotel upper floor blockout 41. Modelling the hotel upper floor 42. Cyber Hotel Sign 43. Modelling drainage props
04. High Poly Modelling 01. High Poly Shop V1 02. High poly grid 03. High poly fan 04. High poly shop V2 05. High poly columns 06. High poly shutter piece 07. High poly shutter 08. High poly neon light 09. High poly pipes 10. High poly top walls 11. High poly electric box 12. High poly electric pipes 13. High poly upper floor 14. High Poly side signs 15. High poly standing sign 16. High poly hotel base 17. High poly hotel upper floor 18. High poly drainage
05. UV Unwrapping 01. Introduction to UV unwrapping 02. UV unwrap shop front part 1 03. UV unwrap shop front part 2 04. UV unwrap shop front part 3 05. Bonus – Unwrap shop door handle 06. Unwrap the fan 07. Unwrap shop front V2 08. Unwrap column V1 09. Unwrap column V2 10. UV map packing for columns 11. UV unwrapping side column 12. UV unwrapping roller shutter piece 13. UV unwrap roller shutter frame 14. Packing shutter UVs 15. UV unwrapping neon light and pipes 16. UV unwrapping sign V1 17. Sign challenge 18. Sign packing and sewerage 19. UV unwrapping top walls 20. UV unwrap electric box 21. UV unwrap upper floor 22. Packing upper floor 23. UV unwrapping side sign 24. Side sign task 25. Finishing side signs 26. UV unwrap hotel base 27. UV challenge 28. UV unwrap hotel upper 29. Packing hotel upper
06. Texturing in Substance Painter 01. Install Substance Painter 02. Exporting meshes from Blender 03. Baking mesh maps 04. Material vs Smart material 05. Texturing the wall 06. Adding extra details 07. Weathering the wall 08. Metal details 09. Metal painting 10. Door handles and frames 11. Door texture 12. Window glass 13. Export shop front V1 textures 14. Export fan mesh 15. Grate opacity 16. Texturing the fan 17. Export shop front V2 18. Texturing the wall V2 19. Adding metal details 20. Adding metal texture 21. Windows for shop front V2 22. Export columns 23. Texturing the columns 24. Texturing the side pillar 25. Install external substance 26. Export roller shutter 27. Texturing roller shutter metal 28. Finishing roller shutter 29. Export pipes 30. Texturing pipes 31. Texturing signs 32. Texturing upper wall 33. Texturing the electric box 34. Texturing electric box pipes 35. Electric box details 36. Export upper floor 37. Texturing the upper floor 38. Exporting side signs 39. Texturing the side signs 40. Finishing the side signs 41. Texturing the hotel base 42. Finishing the hotel base 43. Texturing hotel upper floor 44. Finishing hotel upper floor 45. Floors fix 46. Texturing sewer covers 47. Creating a road in Blender 48. Texturing the puddles on the road
07. Unity HDRP 01. Preparing to export from Blender 02. Sorting the hierarchy 03. Setting up export order 04. Exporting from Blender 05. Installing Unity 06. Introduction to Unity 07. Importing objects 08. HDRI background 09. Creating the first shop front 10. Window lights 11. Window blinds 12. Upper floor 13. Neon colours 14. Shop fronts 15. Upper floors 16. Adjustments 17. Create a shop block 18. Finishing shop block 19. Second shop block 20. E bank 21. Hotel 22. Hotel block 23. More shops 24. Ground details 25. The wine bar 26. Puddle material 27. Blocking gaps 28. Alternative pipe material 29. Setting up an area light 30. Switching on the neon lights 31. Extra emission 32. Globe materials 33. Globe rotation 34. Neon wires 35. Reflection probes 36. Baking a lightmap 37. Adjusting the lightmap 38. Free assets 39. Placing assets 40. Glass sign 41. Occlusion culling 42. Baking final lightmap 43. Baked lightmap results 44. Multiple reflection probes 45. Sky and fog volume 46. Post processing 47. Ground reflections 48. Fixing reflection probe blending 49. Fan rotation 50. Course completion
[Udemy] Blender Cyberpunk in Unity HDRP.7z [Udemy] Blender Cyberpunk in Unity HDRP_Subtitles.7z
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