纳金网

标题: Gumroad—在ZBrush中创建花木纹理 [打印本页]

作者: 烟雨    时间: 2016-8-29 14:59
标题: Gumroad—在ZBrush中创建花木纹理

d6e9b640301b7b315c08ca847b90d914.jpg

Duration 14 Chapters Project Files Included MP4
Title: Gumroad – Creating Tileable Textures in ZBrush
Info:
Overview
This 14 part video-tutorial series will guide you through the process of concepting and creating a tileable normal, ambient occlusion and height map within ZBrush, Knald and xNormal. This tutorial is intended for those that have a base understanding of the modeling process and are aware of the uses of various texture maps. We will discuss setting up all of our software before we use it to ensure that it’s as easy as possible for you to get started!
Software needed for this project:
Adobe Photoshop
3D Studio Max (or preferred 3D program)
ZBrush (4R2 or later)
Knald/xNormal
Content
Planning
We will begin by creating a preliminary outline for the planned texture in Photoshop, before moving onto 3D Studio Max where we will be generating the base mesh and preparing it for sculpting.
Sculpting
We will then move onto the sculpting stage inside of ZBrush, where we will use a mixture of standard and non-standard brushes in order to add detail and variation to our sculpt.
Baking
After we have created our final sculpt and processed it for baking, we will create a low poly target mesh in 3D Studio Max and bake out our Normal, AO and Height maps within Knald and xNormal.
Closing
We will finally discuss the re-use of the assets and ZTools that we have made, and look at ways of creating more variations of our tileable textures within Photoshop and 3D Studio Max.


标题︰ Gumroad—在ZBrush中创建花木纹理
信息︰
概述
此系列 14 部分视频教程将指导您完成受胎的过程和创建一个可正常,环境闭塞和高度映射在 ZBrush、 Knald 和 xNormal。本教程是为那些有建模过程的基础了解和意识到各种纹理映射的用途。之前我们用它来确保它是尽可能为你入门容易,我们将讨论设置了我们所有的软件 !
此项目所需的软件︰
Adobe Photoshop
3D Max (或首选的 3D 程序)
ZBrush (4R2 或更高版本)
Knald/xNormal

规划
我们将首先在 Photoshop 中,移动到 3D Max 在哪里,我们将生成基础网格和准备雕刻之前创建初步纲要计划的纹理。
雕刻
然后,我们将在 ZBrush,在那里我们将使用混合物标准和非标准笔刷要将细节和变化添加到我们的造型雕刻舞台。
烘烤
我们已经创建我们最后的造型,并为烘烤处理后,我们将创建低聚目标网格的 3D Max 和烘烤出 Knald 和 xNormal 内我们正常、 AO 和高度的地图。
关闭
最后,我们将讨论重新利用的资产和 ZTools 我们了,而看的创建较大的变化在 Photoshop 和 3D Max 内我们花木纹理的方法。




作者: zhen_z    时间: 2017-2-19 23:07
cool~~~~~~~~~
作者: Rayner    时间: 2017-4-5 00:20
感谢分享!!!




欢迎光临 纳金网 (http://old.narkii.com/club/) Powered by Discuz! X2.5