3DTotal - Next Gen Character - 3ds Max

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3DTotal - Next Gen Character - 3ds Max | .mov | .pdf | 412Mb

This Next Gen Character eBook tutorial provides a comprehensive guide through the process of creating a 3D character intended for use within a next gen console environment. As such, the design of the model will be tailored towards the eventual aim of functioning within a game engine and viewed in real-time. The eBook covers all of the key stages of the 3D pipeline from sculpting the initial mesh in ZBrush and optimizing it in the principal 3D packages, through to texturing and applying next gen shaders. The ZBrush sections of this eBook will address the methods of sculpting both a low-poly mesh, as well as a highly detailed version used to generate a normal map, and accompany the remaining software specific chapters that will detail topics that cover mapping, materials, lighting and rendering.
CONTENTS

Chapter 1 - Low Poly Modeling

This chapter is divided into two categories, the first of which focuses
on using ZBrush to create a low-poly sculpt from ZSpheres to approximate
the proportions of the creature concept. The second section takes and
imports this mesh into the appropriate software and explains the
principles and importance of optimization.
Chapter 2 - High Poly Modeling – Part 1

This chapter is ZBrush-specific and covers the methods used to sculpt a
detailed and high-poly mesh from the low-poly version. The value of
subdivision alongside the key tools and brushes used in the process
forms is explored in this chapter. It begins by importing the optimized
mesh back into ZBrush in readiness for a methodical approach to refining
each of the limbs and body parts.

Chapter 3 - High Poly Modeling – Part 2


This chapter is ZBrush-specific and covers the methods used to sculpt a
detailed and high-poly mesh from the low-poly version. The value of
subdivision alongside the key tools and brushes used in the process
forms is explored in this chapter. It begins by importing the optimized
mesh back into ZBrush in readiness for a methodical approach to refining
each of the limbs and body parts.

Chapter 4 - Mapping/Unwrapping

Chapter 4 focuses on a vital part of the pipeline in readiness for the
texturing phase, namely the mapping and unwrapping. It provides an
insight into various approaches to mapping and shows how to go about
exporting a wireframe template to be used as a guide in preparation for
the next chapter.

Chapter 5 - Texturing

This chapter deals with the texturing part of the tutorial and looks at
how to generate normal maps, baking out lighting effects, and the
techniques of painting in Photoshop using the aid of photographic
reference. Seamlessly blending in photo references with hand painted
techniques are a feature, as well as a section on painting eyes.​

Chapter 6 - Materials, lighting and rendering

The final installment in this series discusses setting up a light rig,
creating a shader for our character and shows how to apply the numerous
textures made in the previous chapter. The notion of creating body hair
through the use of alpha maps will complete the character, before
concluding with some additional accessories in the form of shackles, a
chain and a wooden club.​

Important :

All additional material (low-poly base mesh, textures and movie files)
can be found in the resource folder that accompanies this eBook.​
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