Gnomon工作坊——设计和建模一个有鳞片的生物
通过高级角色艺术家Dan Weiss深入的ZBrush和Maya建模研讨会,了解经验丰富的角色艺术家如何为视觉效果管道创建生产就绪的生物。
丹以其受龙和爬行动物启发的生物设计而闻名,他深入研究了创建有鳞生物的创作过程,从一个简单的想法到实现为视觉效果管道做好准备的生产就绪资产。
大小解压后:2.34G 持续时间4小时 50分钟 1920X1080 MP4 语言:英语+中英文字幕(云桥网络机译)
在这个4.5小时的工作坊中,丹解释了他是如何实现一个独特而又相关的生物设计的。他从一个粗略的概念开始,并根据现实生活中的参考对其进行提炼。他分享了如何根据这些参考来设计一个生物,并展示了如何使用ZBrush来塑造看起来自然的形状。工作坊会引导你通过他独特的技术创造高分辨率的鳞片和皱纹——全部由手工雕刻而成。最后,他演示了如何在Maya中重新pologize一个复杂的模型,使其处于纹理和装配的完美状态。
这个工作坊是由艺术家们设计的,他们希望发展自己的雕刻和建模技能,并专注于爬行动物。该标题指导您如何将一个非常松散的想法转化为完美的生产资产,同时让您深入了解ZBrush和Maya以加快您的工作流程。
Learn how experienced character artists create production-ready creatures for a visual effects pipeline with this in-depth ZBrush and Maya modeling workshop by Senior Character Artist Dan Weiss.
Known for his dragon and reptile-inspired creature designs, Dan dives deep into his creative process for creating a scaly creature, from a simple idea to realizing the production-ready asset ready for a visual effects pipeline. The Gnomon Workshop – Designing & Modeling a Creature with Scales
In this 4.5-hour workshop, Dan explains how he achieves a unique but relatable creature design. He starts with a rough concept and refines this based on real-life references. He shares how to block out a creature based on these references and reveals how to sculpt natural-looking shapes using ZBrush. The workshop guides you through his unique technique of creating high-resolution scales and wrinkles — all sculpted by hand. Lastly, he demonstrates how to retopologize a complex model in Maya so it’s in perfect condition for texturing and rigging.
This workshop has been created with artists in mind who are looking to develop their sculpting and modeling skills with a focus on reptilian creatures. This title guides you on how a very loose idea can be taken through to a polished production asset while giving you an insight into ZBrush and Maya to speed up your workflow.
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