【houdini教程】Gnomon 工作坊 – 设计与创建生物半身像 – 与 Pascal Raimbault 一起从 2D 概念到最终 3D 资产_CGART

【houdini教程】Gnomon 工作坊 – 设计与创建生物半身像 – 与 Pascal Raimbault 一起从 2D 概念到最终 3D 资产_CGART-橙光艺术网
166【houdini教程】Gnomon 工作坊 – 设计与创建生物半身像 – 与 Pascal Raimbault 一起从 2D 概念到最终 3D 资产_CGART
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166【houdini教程】Gnomon 工作坊 – 设计与创建生物半身像 – 与 Pascal Raimbault 一起从 2D 概念到最终 3D 资产图片[1]-【houdini教程】Gnomon 工作坊 – 设计与创建生物半身像 – 与 Pascal Raimbault 一起从 2D 概念到最终 3D 资产_CGART-橙光艺术网【houdini教程】The Gnomon Workshop – Designing & Creating a Creature Bust – From 2d Concept to Final 3d Asset with Pascal Raimbault

Duration 4h 31Project Files Included MP4
Title: The Gnomon Workshop – Designing & Creating a Creature Bust – From 2d Concept to Final 3d Asset with Pascal Raimbault
Info:
This creature design workshop by Wētā FX Lead 3D Modeler, Pascal Raimbault, covers his complete pipeline for concepting unique characters for production. Starting from the 2D design in Krita, Pascal moves on to progressively build a 3D model that is truthful to the original concept, using Maya and ZBrush.
This comprehensive workshop details some of Pascal’s favorite skin-sculpting techniques in ZBrush. He explains how he makes his models production-friendly, including how to rework the topology and handle the UVs in Maya. Pascal also covers creating additional elements, such as hard-surface costume pieces detailed in ZBrush, making extensive use of ZBrush’s powerful Polygroups.
The texturing portion is all handled using Substance Painter and covers a variety of materials. The look-dev and turntable setup is then explained in Houdini using Solaris, and finally, the model is rigged in Maya to be posed and rendered in Karma.
The result of this workshop is a final asset suitable for any department in a studio environment to take over, whether to use the asset for a visual effects production or in a game cinematic. To finish off, Pascal shows his high-res renders produced using some basic compositing tricks in Houdini.
Project files include the ZBrush 2022 tool file, which includes the high-resolution skin sculpt and an early WIP version of the costume model, for your reference.
SOFTWARE USED
Maya Krita ZBrush Houdini Substance Painter橙光艺术网-(CGART.net)

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