本视频教程是由Tuts机构出品的3dsmax游戏汽车制作视频教程,Tuts+ Premium Creating a Next-Gen Video Game Hot Rod the Complete Workflow,大小:6.58 GB,MP4高清视频格式,教程使用软件:3ds Max,作者:Laurens Corijn,官方发布日期:2011年2月16日。。
是否想了解次时代CG艺术开发流程,想知道如何创建AAA级艺术家视频游戏的惊人的汽车?那么在这里你有机会找到技术与答案。这是这系列教程的第一到第九部分,劳伦斯完整规划和设计这艺术汽车流程步骤,你的灵感将得到启迪。CGTuts+ Creating a Next-Gen Video Game Hot Rod the Complete Workflow 在这个令人难以置信的CGTuts +独家教程系列,您将学习着专业的CG艺术家和教师劳伦斯Corijn的技术,他创建了一个高品质,次时代的CG作品。
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。
Tuts+ Premium Creating a Next-Gen Video Game Hot Rod the Complete Workflow
Amazing exclusive tutorial for 3D Studio Max from Laurens Corijn, demonstrating the complete cycle of the car hot rod of the next generation of video games.
Day1
In this first part of the series, Laurens takes you through the first planning and design steps, such as gathering inspiration, collecting reference, and fleshing out the idea, and then demonstrates how to get started with the first rough blockout of the model.
Day2
In this second part of our mammoth series, Laurens will show you how to add technical details to the blockout (created in part 1) that was used to define the final proportions and design. A big focus of this part of the tutorial will be how to use and interpret reference when creating mechanical components, as well as understanding what you are effectively modeling.
Day3
This tutorial can be followed as part of the larger series, but it can also be viewed as a standalone tutorial for creating an impressive highpoly engine block. It even includes a bonus video that explains how to make a nice render setup for this sort of highpoly mechanical work!!
Day4
Now in the fourth part of our mammoth series, we will follow Laurens as he completes the high poly mesh of his hot rod, all the while making sure that is will be suitable for baking onto a low poly realtime model.
Day5
Now, in the fifth part of our mammoth series, Laurens will demonstrate how to carefully design your low poly model in the most efficient way possible, while still being optimal for baking the details from your high poly model into a normal map texture.
Day6
After having finished the task of modeling, we will now jump into the unwrapping on Day 6 of our Hot Rod series. We will show you some important methods that can improve your overall unwrapping workflow, and some tips regarding optimizing your UV’s for proper baking later on. You will also be introduced to some handy 3ds Max scripts that can make your life loads easier when unwrapping.
Day7
Now that we’ve wrapped up the UV’s in the previous part, it’s time to get to business with some serious normal map baking. You’ll be taken from a simple bake that shows an almost ideal baking scenario, to some very difficult examples such as the drivetrain and engine. Smoothing groups, UV splits/seams, cage setup and tweaking, and filtering settings, etc.. are all covered in detail. A few exceptionally difficult normal map problems, as well as their respective solutions, are also shown in this video.
Day 8
Finally, it’s time to start texturing your Hot Rod model. Using the finished normal maps, we will bake out Ambient Occlusion with Vray, which we will then be able to use as a base to start texturing. We will fully texture the wheels and get about halfway with the chassis in this part. A lot of important aspects of texturing will be covered, such as hand painting as much as possible, layer management, non-destructive workflow, and creating additional maps such as specular and glossiness.
Day9
Today, one of our most popular tutorial series ever comes to an end, as we present the final part of Laurens Corijn’s incredible 9-day Hot Rod tutorial. In this part, Laurens takes us through how to finalise the remaining textures and take our model to completion!