持续时间22小时 包括项目文件 1920X1080 MP4 大小解压后:11.2G

语言:英语

标题:gum road–blender bros硬面游戏资产课程
信息:
这是一门综合的、必备的课程,用于创建两个工作室质量的硬表面游戏资产。

你会得到:

两个完整的硬面游戏资产工作流程

建模、优化、从高到低的多边形、展开、三角测量、地图烘焙、纹理、虚幻引擎和专业级别的组合演示工作流。

想法

游戏资产并不难创造,但很难理解。

这就是我们开设这门课程的原因——为了消除这种困惑,并向您展示一个无缝(双关语已退出聊天)的工作流程。

那么我们来讨论一下房间里的大象:游戏资产有多难?

最终,这取决于您的模型和首选工作流的复杂性。

通常,您只需要遵循这一组简单的步骤:

1.模型设计

2.高到低聚

3.打开

4.三角测量

5.地图烘焙

6.合(成)纤(维)变形工艺

7.导出到游戏引擎

8.作品集展示

如果你能掌握所有这些步骤,你就不会有任何麻烦。

理论上看起来很简单,但要正确设计这些资产,必须采用许多技巧和技术,这就是本课程的全部内容。

我们花了相当多的时间拼凑出合适的工作流,这些工作流不仅适用于布尔网格,还适用于基于ngon和加权法线的网格。

四元工作流总是被大肆宣扬,但我们在这里告诉你,它不仅在处理硬表面网格时效率低下,而且更耗时。

本课程将向您展示处理拓扑的正确方法,无论您是使用基于四元的工作流还是我们首选的基于布尔斜面的工作流。









Duration 22h Project Files Included MP4

Title: Gumroad – The BlenderBros Hard Surface Game Asset Course
Info:
A comprehensive, must-have course for the creation of two studio-quality hard surface game assets.

What you’ll get:

• Two complete hard-surface game asset workflows

• Modeling, optimization, high-to-low poly, unwrapping, triangulation, map baking, texturing, Unreal Engine and pro-level portfolio presentation workflow.

The Idea

Game assets are not difficult to create, but they are difficult to understand.

That’s why we made this course – to remove that confusion and show you a seamless (pun has left the chat) workflow.

So let’s discuss the elephant in the room: how difficult are game assets?

Ultimately, it depends on the complexity of your model and your preferred workflow.

Generally, you only need to follow this simple set of steps:

1. Modeling

2. High to Low Poly

3. Unwrapping

4. Triangulation

5. Map baking

6. Texturing

7. Export into Game Engine

8. Portfolio Presentation

If you can master all of these steps, you shouldn’t have any trouble.

It looks easy on paper, but there are a lot of tricks and techniques one must employ to design these assets properly, and that is what this course is all about.

We spent a considerable amount of time piecing together appropriate workflows that work not only with booleans, but also ngon and weighted normal-based meshes.

The quad workflow was always heavily preached, but we’re here to tell you that not only is it inefficient when dealing with hard-surface meshes, it is also more time consuming.

This course will show you the proper way to handle topology, regardless of whether you employ quad-based workflows or our preferred boolean-bevel based workflow.
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