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Gnomonology 为Gnomon培训机构最新开发的一个教程资源网站.目前提供了资深专家Alex Alvarez、Meats Meier、Zack Petroc和ScottSpencer等约50个小时的视频内容,涵盖的软件有Maya、Photoshop、3ds Max Zbrush、After Effects、Headus、Houdini。

In Modeling a Next-Gen Weapon, Joe Simanello takes us through the modeling and rendering process using his Colt 1911 Next-Gen game model. He begins with a low rez model then sculpts a high-rez version for specific details in the gun barrel and other parts of the weapon. He then moves on to demonstrate how to lay out your UVs for texture painting, how to generate your normal maps and how to trouble shoot common problems with your normal maps. In the final chapter, Joe shows how he adds details to the normal map using Photoshop and Photographic reference. This is an in-depth look at creating an in-game model using Maya and Photoshop and perfect for anyone wanting to learn more about game modeling afor Next-Gen titles.

在建模一个系列的武器,乔Simanello带我们通过建模和渲染过程用他的手枪1911系列游戏模式。他从一个低rez sculpts high-rez模型的版本就细节的机枪枪管和其他地区的武器。然后他继续展示如何把你的UVs纹理绘画、如何产生正常的地图和如何问题与你的普通射击常见问题的地图。在这一章,乔显示他补充细节到正常的地图使用贴图和摄影的参考。这是一个深入创造的游戏模式,以及使用玛雅和完善,为任何人想要学习更多关于比赛冠军。系列模型向买方增加相应

课程安排:

引用

Chapter 1: Low Poly Modeling
Using an image plane for reference, creating the Low Polygon slide, handle, trigger guard, trigger, barrel, hammer, and
sights of a colt 1911.

Chapter 2: High Poly Modeling
Creating the Sub-D and High Polygon slide, handle and barrel models.

Chapter 3: UV Mapping
Geometry optimization for Rendering Normal Maps, UV mapping and layout of the slide, handle and barrel.

Chapter 4: Rendering Normal Maps
Rendering Normal Maps from low to high poly, Trouble shooting normal maps, common errors and things to look for.

Chapter 5: Photoshop Detail Normal maps
Demonstrates how to create a grayscale 2D normal map, and composite it over the high poly normal map. Shows final models
in Maya with textures applied.

教程截图:

http://cgresource.net/uploads/posts/2008-10/thumbs/1224845690_gnomonology-modeling-a-next-gen-weapon-colt-1911.jpg

 

 



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