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Flippednormals - Plasticity For AAA Games
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Flippednormals - Plasticity For AAA Games

Flippednormals - Plasticity建模3A游戏模型教程,17.4GB


无论您是想学习 Plasticity 还是创作 3A 游戏美术,本教程都适合您。我们将涵盖 Daniel Defense 杂志的整个制作过程,从 Plasticity/CAD 阶段到最终的纹理资源。建议您对 3D 建模和烘焙工作流程有基本的了解。


章节:

0-Plasticity 和 Blender 简介:

在本章中,我将向您展示 Plasticity 的所有基础知识,包括学习本课程所需的短代码、工具和技巧。

对于 Blender,我将主要介绍我在本课程中使用的所有插件、使用方法和原因,以及一些技巧。


1-Plasticity:

本章我们将使用 Plasticity 创建杂志的基础模型。我将分享我在游戏 CAD 方面的专业知识、我的工作方式、应该避免哪些操作以及原因等。


2-导出:

CAD 模型完成后,就可以导出了!我将介绍如何将 CAD 模型导出为 OBJ 模型,其中包含两个模型:一个用于低多边形,另一个用于高多边形。我将演示如何从 Plasticity 和 Moi3D 导出。


3-低多边形:

在本章中,我们将把从 Plasticity 导出的 OBJ 模型导入 Blender,并对其进行优化,以获得 AAA 级低多边形/游戏级模型。


4-UVS 和烘焙:

现在是 UV 时间!我们将探索如何展开模型、优化岛屿、理解纹素密度以及如何获得良好的打包效果。


5-高多边形:

在这里,我们将使用体素网格重构工作流程,直接在 Blender 或 Zbrush 中使用我们之前导出的高多边形 OBJ 文件来创建高多边形。


6-烘焙:

在本章中,我们将使用 Marmoset Toolbag 介绍工作流程中的所有烘焙部分。我会讲解如何正确烘焙,如何解决一些烘焙问题,并分享一些技巧。


7-纹理:

是时候为我们的杂志注入活力了!我们将学习如何在 Substance Painter 中准备项目。我将带您从头开始为杂志添加纹理,帮助您更好地理解如何解读参考资料并创建逼真的 AAA 级纹理。


要求:

Plasticity(试用版、独立版或工作室版许可证)

Moi3D 试用版 //可选

Blender(或任何其他 DCC 软件,例如 3DS Max、Maya、Modo 等)

Zbrush //可选

Marmoset 工具包

Adobe Substance Painter(如果需要打开源文件,请使用 10 或更高版本)


high.jpg


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)


描述:

标签: Plasticity 工业 产品 硬表面 建模 教程 武器 弹仓 步枪 枪械 弹夹
分类:教程 > 3D教程 > 其他3D教程
发布:CGer | 查看: | 发表时间:2025/5/29 13:11:24 | 更新时间:2025/5/29 13:42:57

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