硬表面着色和纹理教程 Gnomon Workshop Hard Surface Shading and Texturing isz
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- 29 10 月, 2022
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The Gnomon Workshop 艺术设计殿堂极力缔造者,由Gnomon出品的Gnomon Hard Surface Shading and Texturing (硬表面着色和纹理教程)。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! 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。
作者Neil Blevins是著名的3D美术设计艺术家,现任技术总监,工作于视频游戏动画,广告,电视,游戏机和故事片。是冷硬派的代表人物,同时也是巴西渲染系统的高级测试师。教程所使用的软件包括:3ds Max and Photoshop,渲染器有:Scanline, Brazil and Mental Ray
this DVD Neil introduces his pipeline for shading and texturing hard surface models. This pipeline can be applied to any high-res model, such as models for photoreal effects work, animated feature films, ride films or video game cinematics. In the first part of the DVD, he discusses reference gathering, how to make a visual details list, and common shaders. Next he outlines all of the major methods for placing patterns on your surface, their advantages and disadvantages, and ways of creating patterns, including procedurals, photo manipulation and hand painting. The lecture includes practical demos in Adobe Photoshop? and 3d Studio Max?, using the Scanline, Brazil and Mental Ray renderers. In the second part, he uses the theory and pipeline from part one to shade and texture a 2000+ object robot character and simple environment using 3ds Max, Photoshop and Brazil. With a focus on texturing thousands of objects fast and efficiently, this intermediate level course is useful for any 3d application or renderer and will add many new tricks to your personal arsenal.
在这张DVD中,Neil 概述了他管道的阴影和纹理的硬表面模型。这条管道可以适用于任何高水库模型,如photoreal模型工作,动画故事片,电影或视频游戏动画。第一部DVD中,他讨论了参考收集,如何使视觉详细列出,并共同着色。他概述了主要的方法,表面上的格局,它的优点和缺点,以及如何创造模式,包括procedurals ,照片和手工绘画手法。包括在Adobe Photoshop 3D Max中的实际演示 ,利用扫描线,巴西渲染和Mental Ray 渲染器。在第二部分中,他使用的理论和管道对象是第一部分遮荫和纹理2000 +机器人角色,及在简单的环境中使用3ds Max软件, Photoshop和巴西渲染。把重点放在成千上万的物体纹理上,这中间层次对任何3D应用或渲染都是有用的,并添加了许多新的技巧
教程相关内容:
Chapters: Part One
Introduction to Part One
Prep Work
Shaders
Patterns
General Patterns
Specific Patterns
Pattern Creation
Layering
Conclusion
Chapters: Part Two
The Model
Pre-Production
Visual Details and Light Rigging
General Patterns
Specific Patterns
Conclusion
作者
Neil Blevins
Technical Director
Raised on a healthy dose of sci-fi and fantasy films, books, and video games, Neil Blevins started off painting and drawing traditionally, and then got into 3d graphics while he still lived in his hometown of Pointe Claire, in Quebec, Canada. After getting a Bachelor of Fine Arts in Design Art at Concordia University, he moved to Los Angeles where he worked at Blur Studio for three years, creating graphics for video game cinematics, commercials, TV, ride and feature films. He was also a senior tester for the Brazil Rendering system. He now lives in San Francisco working as a Technical Director for Pixar Animation Studios, primarily creating Environments and FX, and has worked on films such as The Incredibles, Cars, Wall-E and Up. In his spare time, he makes sci-fi 3d/2d hybrid artwork depicting creatures, robots and alien landscapes, and he writes art related lessons and tutorials to, as he puts it, "give back to the community that’s been so gracious at helping me get to where I am today."
相关评语:"Neil is a rock star and is always raising the bar for us. He can paint, he can use procedurals, he can use both at the same time. Neil just has this amazing ability to consistently create the best looking assets using whatever techniques are necessary to get the job done."
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