【zbrush教程】FlippedNormals – 用于 AAA 游戏资产的 Plasticity_CGART

【zbrush教程】FlippedNormals – 用于 AAA 游戏资产的 Plasticity_CGART-橙光艺术网
4【zbrush教程】FlippedNormals – 用于 AAA 游戏资产的 Plasticity_CGART
【zbrush教程】4【zbrush教程】FlippedNormals – 用于 AAA 游戏资产的 Plasticity_CGART
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4【zbrush教程】FlippedNormals – 用于 AAA 游戏资产的 Plasticity图片[1]-【zbrush教程】FlippedNormals – 用于 AAA 游戏资产的 Plasticity_CGART-橙光艺术网【zbrush教程】FlippedNormals – Plasticity for AAA Game Assets

Duration 6h MP4
Title: FlippedNormals – Plasticity for AAA Game Assets
Info:
Whether you want to learn Plasticity or create AAA game art, this tutorial is for you. We’ll cover the entire process by creating a Daniel Defense Magazine, from the Plasticity/CAD stage to the final textured asset. A basic understanding of 3D modeling and baking workflows is recommended.
Chapters:
0-Introduction to Plasticity and Blender:
In this chapter, I will show you all the basics of plasticity, showcasing the shortcodes, tools, and tips you’ll need to follow this course.
For Blender, I will mainly cover all the addons I’m using during this course, how and why I’m using them, and some tips.
1-Plasticity:
This chapter is where we will create the base model of the magazine in plasticity. I will share my expertise about CAD for games, how I’m working, what you should avoid and why, etc.
2-Export:
When the CAD model is done, it’s time for exporting! I will cover how to export the CAD into OBJ models, with two models, one for the low poly and another one that we will use for the high poly. I’m showing how to export from Plasticity and Moi3D.
3-Lowpoly:
In this chapter, we will import the OBJ model we exported from Plasticity in Blender, and we will optimize it to get a AAA low poly / game ready model.
4-UVS and Baking:
It’s UVs time! We will explore how to unwrap the model, optimize the islands, understand texel density, and how to get good packing.
5-Highpoly:
Here, we will create the high poly by using a voxel remesh workflow, directly in Blender or Zbrush using the high OBJ export we did previously.
6-Baking:
In this chapter, we will cover all the baking part of the workflow, using Marmoset Toolbag. I will explain how to bake correctly, how to fix some bake issues, and share some tips with you.
7-Texturing:
It’s time to give life to our magazine! We will look into how to get our project ready in Substance Painter. I’ll walk you through the process of texturing the magazine from scratch, helping you to better understand how to interpret references and create realistic, AAA-quality textures.
Requirements:
Plasticity (Trial, Indie or Studio license)
Moi3D trial //Optional
Blender (or any other DCC like 3DS Max, Maya, Modo, etc…)
Zbrush //Optional
Marmoset Toolbag
Adobe Substance Painter (version 10 or later if you want to open the source file)橙光艺术网-(CGART.net)

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