本视频教程是由Gnomon机构出品的3dsMax与ZBrush制作大型场景教程,时长:3小时32分,大小:1.53 GB,教程使用软件:Autodesk 3ds Max, Pixologic ZBrush4R4 ,Adobe Photoshop ,World Machine,作者:David Lesperance,语言:英语。。
GNOMON教程,每每给我们于激情与期待!让我们在CG设计路上不再独行!让我们共同期待!让我们共同期待与业界CG顶尖设计师的面对面!少玩多花些时间多学习学习,让我们的商业作品与众不同!Gnomon的教程向来以其前沿的技术和清晰的视频质量而受到广大用户的青睐。
3D Studio Max,常简称为3ds Max或MAX,是Autodesk公司开发的基于PC系统的三维动画渲染和制作软件。其前身是基于DOS操作系统的3D Studio系列软件,最新版本是2012。在Windows NT出现以前,工业级的CG制作被SGI图形工作站所垄断。3D Studio Max + Windows NT组合的出现一下子降低了CG制作的门槛,首选开始运用在电脑游戏中的动画制作,后更进一步开始参与影视片的特效制作,例如X战警II,最后的武士等。
ZBrush 是一个数字雕刻和绘画软件,它以强大的功能和直观的工作流程彻底改变了整个三维行业。在一个简洁的界面中,ZBrush 为当代数字艺术家提供了世界上最先进的工具。以实用的思路开发出的功能组合,在激发艺术家创作力的同时,ZBrush 产生了一种用户感受,在操作时会感到非常的顺畅。ZBrush 能够雕刻高达 10 亿多边形的模型,所以说限制只取决于的艺术家自身的想象力。
ZBrush软件是世界上第一个让艺术家感到无约束自由创作的3D设计工具!它的出现完全颠覆了过去传统三维设计工具的工作模式,解放了艺术家们的双手和思维,告别过去那种依靠鼠标和参数来笨拙创作的模式,完全尊重设计师的创作灵感和传统工作习惯。
The Gnomon Workshop Environment Production Workflow Tips Tricks and Concepts
3D Environment artists require an extensive set of tools and techniques in their arsenal in order to deal with the complexity of a full 3D environment. Environment artist David Lesperance will guide you through his process for developing 3D environments in Environment Production Workflow – Tips, Tricks and Concepts. Various topics are addressed in this lecture, starting with the composition and layout of the scene, lighting, materials, textures, and sculpting techniques. David begins his lecture on composition and layout, along with some of the techniques he uses to find the best composition for the environment he is designing. This includes finding the right mood and using some quick Adobe® Photoshop® tricks to enhance the lighting in the scene He then moves into Autodesk® 3ds Max® to go over his process for developing materials in V-Ray®, starting with glass and various metal materials, pointing out various options in the V-Ray® material to make it easier to troubleshoot issues when they arise. His lecture then moves into terrain modeling, discussing a series of techniques he uses to design convincing terrains. He first discusses a technique for blending surfaces, starting by sculpting some high resolution rock formations using ZBrush4R4® and combining them in 3ds Max® using some Boolean operations. He then demonstrates how blend materials across the surfaces using vertex paint to control a mask within a Blend Material. Next he moves on to terrain building using World Machine to generate fractal based terrain maps and exporting displacement maps to rapidly create terrain assets. David’s next series of lectures focus on the practical layout, composition, texturing, and lighting a digital environment. Here, he focuses on the rr-sc.com build process, starting with rough layout, then adding various rubble assets before moving into lighting and texturing the environment. During the texture phase, he discusses texture scale issues and demonstrates how to keep texture scale consistent across multiple assets. His final set of lectures focus primarily on rapid modeling and sculpting techniques he employs in his workflow. Here, David discusses everything from high-resolution sub-D modeling in 3ds Max® to high resolution sculpting techniques in ZBrush®. His primary focus inside ZBrush® is the use of the new Insert Multi Mesh tool and the latest updates to Dynamesh in ZBrush4R4®.