Danil_Teplov · 16-Июн-13 09:41(11 лет 10 месяцев назад, ред. 16-Июн-13 10:00)
Creating Game Weapons in 3ds Max and ZBrush Дата выпуска: 26.08.2009 Производитель: Digital Tutors Сайт производителя: www.DigitalTutors.com Прямая ссылка на урок: Digital Tutors - Creating Game Weapons in 3ds Max and ZBrush Автор: Justin Marshall Продолжительность: 02:07:09 Тип раздаваемого материала: Видеоурок Язык: Английский Описание: Учимся делать оружие для видео игр (на примере боевого топора) в 3ds Max и ZBrush. Использованный софт: 3ds Max 2010 + ZBrush 3.1
Описание (Eng)
In this course we will use a 3ds Max to ZBrush workflow to build and texture a detailed battle axe. In this course we'll go through the process of building a detailed 3d battle axe, complete with normal maps and textures, using both 3ds Max and ZBrush. Throughout the training, we'll illustrate some of the ways you can use these packages together. We'll start by creating the base axe geometry from scratch in 3ds Max. We'll then completely sculpt and paint the axe in ZBrush using a variety of techniques. To finish up, we'll generate maps for the color and sculpted detail and reapply those in 3ds Max. In the end, you'll have a better understanding of the workflow of building and sculpting high resolution props and set pieces with 3ds Max and ZBrush and creating usable assets from them.
Содержание (Eng)
Chapters01. Introduction and project overview 02. Building the head of the axe 03. Modeling the axe handle and grip 04. Modeling the guard and laying out UVs for the grip 05. Importing geometry with smoothing groups into ZBrush 06. Sculpting the axe head 07. Finishing the axe head sculpting 08. Polypainting the head of the axe 09. Detailing the axe handle 10. Detailing the axe handle grip 11. Detailing the handle guard 12. Exporting geometry and maps from ZBrush 13. Assembling the axe in 3ds Max 14. Painting and applying specular maps
Chapter 01 - Introduction and project overview Chapter 02 - Building the head of the axe Chapter 03 - Modeling the axe handle and grip Chapter 04 - Modeling the guard and laying out UVs for the grip Chapter 05 - Importing geometry with smoothing groups into ZBrush