Danil_Teplov · 25-Июн-13 21:50(11 лет 7 месяцев назад, ред. 25-Июн-13 22:29)
Introduction to Modeling for Games in 3ds Max Дата выпуска: 24.06.2013 Производитель: Digital Tutors Сайт производителя: www.DigitalTutors.com Прямая ссылка на урок: Digital Tutors - Introduction to Modeling for Games in 3ds Max Автор: Joshua Kinney Продолжительность: 06:04:42 Тип раздаваемого материала: Видеоурок Язык: Английский Описание: Полностью подготавливаем 3D объект (радиоуправляемая машинка из курса по моделингу) к помещению в видео игру. Учимся как сделать из high poly модельки low poly версию, как правильно работать с UV-шками и т. д. Использованный софт: 3ds Max 2014
Описание (Eng)
In this series of 3ds Max tutorials we will get an introduction to the modeling pipeline for games. We'll start out by learning how to organize our high-poly model and begin separating its parts to create an exploded version of the model. This will help us during the modeling and baking phase of our project. From there we'll begin modeling the low polygon version of the RC car and discuss many of the key tools and techniques for game modeling. We'll discuss ways to reuse models from the high-polygon version and then use the Graphite Modeling tools to learn how the retopologize workflow works. Once we've finished modeling we'll begin unwrapping our low-polygon version and discuss how to properly pack our UVs to get the most out of our textures. To wrap the training course up, we'll learn how to bake maps that will give us the high-poly look we desire on our low-poly model. By the end of this tutorial, you will have a solid understanding of how to model for video games and you'll have all the skills you need to begin creating your own game models.
Содержание (Eng)
Chapters01. Introduction and project overview 02. Overview of the game modeling pipeline 03. Organizing the high polygon version 04. Exploding the high polygon model 05. Modeling the low poly tire 06. Reusing the high poly geometry 07. Modeling the low poly wheel pivot 08. Cleaning up the frame 09. Modeling the spring connectors 10. Modeling the spring 11. Creating the spoiler 12. Retopologizing the car shell 13. Continuing the retopologizing process 14. Blocking in the edge flow 15. Filling in the gaps 16. Working on the next hole 17. Finishing the car shell 18. Beginning the unwrap process 19. Continuing the unwrapping process 20. Unwrapping the frame 21. Unwrapping the springs 22. Unwrapping spring connectors 23. Unwrapping the bumper, axle and tire 24. Unwrapping the wheel 25. Unwrapping the wheel pivot 26. Combining the UVs 27. Packing the UVs 28. Continuing the packing process 29. Checking the UVs 30. Baking the normal map 31. Finalizing the normal map 32. Assembling the low polygon car 33. Baking the ambient occlusion map
Chapter 01 - Introduction and project overview Chapter 02 - Overview of the game modeling pipeline Chapter 03 - Organizing the high polygon version Chapter 04 - Exploding the high polygon model Chapter 05 - Modeling the low poly tire