This workshop is for intermediate to advanced environment artists in the games industry that want to hone new skills in photogrammetry to assemble a look-dev environment using Unreal. In this title, Brian Recktenwald goes over the entire process from start to finish and addresses different approaches and techniques used to create a photorealistic, yet stylized, scene. Planning, capturing, clean up and creation of real-time ready models and tileable textures is gone over in detail using Reality Capture, 3ds Max, Marmoset Toolbag and ZBrush. Brian discusses sculpting techniques for rocks using ZBrush and then textures one using Substance Painter with the photo scanned textures as a base. After he has all of the game-ready assets, he goes over the philosophy and approach of “asset gyms” that are often used in production settings to help organize and prep the scene for assembly. Finally, Brian assembles a desert scene in Unreal breaking down material creation, lighting and general philosophies regarding building modular environments for games.
Duration: 139 Minutes
Format: HD 1920x1080
This workshop is for intermediate to advanced environment artists in the games industry that want to hone new skills in photogrammetry to assemble a look-dev environment using Unreal. In this title, Brian Recktenwald goes over the entire process from start to finish and addresses different approaches and techniques used to create a photorealistic, yet stylized, scene. Planning, capturing, clean up and creation of real-time ready models and tileable textures is gone over in detail using Reality Capture, 3ds Max, Marmoset Toolbag and ZBrush. Brian discusses sculpting techniques for rocks using ZBrush and then textures one using Substance Painter with the photo scanned textures as a base. After he has all of the game-ready assets, he goes over the philosophy and approach of “asset gyms” that are often used in production settings to help organize and prep the scene for assembly. Finally, Brian assembles a desert scene in Unreal breaking down material creation, lighting and general philosophies regarding building modular environments for games.
Duration: 139 Minutes
Format: HD 1920x1080
This workshop is for intermediate to advanced environment artists in the games industry that want to hone new skills in photogrammetry to assemble a look-dev environment using Unreal. In this title, Brian Recktenwald goes over the entire process from start to finish and addresses different approaches and techniques used to create a photorealistic, yet stylized, scene. Planning, capturing, clean up and creation of real-time ready models and tileable textures is gone over in detail using Reality Capture, 3ds Max, Marmoset Toolbag and ZBrush. Brian discusses sculpting techniques for rocks using ZBrush and then textures one using Substance Painter with the photo scanned textures as a base. After he has all of the game-ready assets, he goes over the philosophy and approach of “asset gyms” that are often used in production settings to help organize and prep the scene for assembly. Finally, Brian assembles a desert scene in Unreal breaking down material creation, lighting and general philosophies regarding building modular environments for games.
Duration: 139 Minutes
Format: HD 1920x1080
本次研讨会是为中级和高级环境艺术家在游戏行业,要磨练摄影测量的新技能,组装一个看开发环境使用虚幻的。在这个标题,Brian Recktenwald走过去从开始整个过程完成和解决不同的方法和技术,用于创建逼真的,但风格化的场景。规划、采集、清理和实时模型的建立与平铺纹理消失在详细的使用现实的捕捉,3ds马克斯Marmoset Toolbag ZBrush。布瑞恩论述了岩石雕刻技术使用ZBrush然后纹理使用物质的画家与照片扫描纹理为基础。当他拥有所有的游戏准备资产之后,他就去了“资产健身房”的理念和方法,这在生产环境中经常被使用,以帮助组织和准备现场装配。最后,布瑞恩组装了一个沙漠场景,在虚幻的物质创造,照明和建筑游戏模块化环境的一般哲学。
持续时间:139分钟
格式:高清MP4 1920X1080
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