Artstation - The Ultimate Bag of 3D Tricks - Collection of Detailed PDF Guides for 3D Artists
隆重推出终极3D技巧宝典 - 唯一真正教你每项技巧原理的秘籍。
获取一系列强大、实用且信息丰富的文章,涵盖各种3D艺术技术、理念、工作流程以及其他经常被忽视或难以找到的主题。所有这些,价格甚至低于一本普通杂志。
凭借10多年3D游戏美术制作的专业经验,本产品旨在提供教育、消除误解,最重要的是提升您的资产创建工作流程。无论您是希望快速达到行业标准的初学者,还是寻求巧妙替代方案和解决方案的资深艺术家,这本终极技巧宝典中都保证能找到许多宝贵的信息。
本内容的设计旨在让所有人都能轻松理解和应用,无论您的专业领域、技能水平或使用的软件如何。
独自学习任何3D/游戏美术新知识都非常困难,尤其是在当今信息爆炸的时代,充斥着大量良莠不齐的内容。不幸的是,优质内容并不常见;因此,我决定每月发布一篇信息丰富的指南/文章,供3D艺术社区轻松获取和学习。
接下来,我决定创建这款产品,具体包括:
将我的大部分重要文章整理成简洁易读、方便快捷的PDF格式模块。
对每个主题进行修订、更新和扩展(如果您之前阅读过这些文章,这些模块的内容肯定会更加丰富!)。
为每个模块创建了精简的“快速参考”版本(可以理解为速查表)。
作为额外福利,为更复杂的主题制作了视频讲解。
本产品专为以下人群设计:
希望学习技巧以提高工作效率的艺术家。
愿意在职业生涯早期学习高级理念的初级艺术家。
希望更新和扩展知识的中级/高级艺术家。
包含内容:
本产品首发包含9个深入的模块,所有信息均经过事实核查和行业同行评审。讲解视频
– 通过视觉和口头讲解关键主题,将理论付诸实践。
精心设计的 PDF 指南
– 内容全面的文字说明,辅以图片和详细解释。
快速参考
– 每份指南的精简版,方便快速查阅。
主题包括但不限于:
我个人开发的各种制作技术和工作流程,例如在 ZBrush 中使用变形功能获得更具动态效果的高精度模型,实现完美的纹理烘焙等。
一些鲜为人知或完全没有文档记录的特殊工作流程和技术,例如哪些纹理格式最适合使用(以及原因),如何使用和理解非方形纹理等。
涵盖一些难以通过搜索引擎找到信息的抽象流程主题,例如如何使 Substance Painter 与其他渲染引擎实现视觉效果一致,如何将网格模型重新导入 Substance Painter 时正确保留作品/笔触等。

Presenting The Ultimate Bag of 3D Tricks - the only bag of tricks that actually teaches you how each trick works.
Gain access to a collection of powerful, practical, and informative write-ups on various 3D art techniques, ideologies, workflows, and topics that are often overlooked or hard to come across. All for the price of less than a typical single-issue magazine.
Backed with 10+ years of professional experience in 3D game-art production, this product is designed to educate, dispel misinformation, and most importantly elevate your asset creation workflows. No matter whether you're a beginner looking to fast-track your learning up to industry standards, or a seasoned artist seeking clever alternatives and solutions, there is guarantee to be many nuggets of information found in this ultimate bag of tricks.
This content has been designed to be widely understood and applicable across any established workflow, regardless of your specialization, skill level, or which software you use.
Learning anything new about 3D/game-art on your own is tough, especially when facing the reality that there is a ton of content out there in this day and age, both good and bad information. Unfortunately, the former is not as common to come by; I took it upon myself to release an informative guide/article on a near monthly basis for the 3D art community to easily access and learn from.
What I decided to do next was form this product, where I:
compiled the majority of my heavy-hitting articles together into clean, easy-reading, and convenient PDF-style modules.
revised, refreshed, and expanded on each topic (if you have read these articles before, there is certainly much more to these modules!).
created compact "Quick-Ref" versions of each module (think of it like a cheat-sheet).
produced video-narration for the more complicated topics, as a bonus.
This product has been designed and developed in a manner that is perfect for:
Artists who generally want to learn techniques to allow them to work smarter, not harder.
Junior Artists that are willing to learn advanced ideas early on in their journey.
Intermediate/Senior Artists looking to both refresh and expand their knowledge.
What’s Included:
This product premieres with 9 in-depth modules in which its Information has been fact-checked and industry peer-reviewed.
Narrated Videos
– Visually and verbally walking through key topics, proving theory into practice.
Well-designed PDF Guides
– Comprehensive write-ups accompanied with visuals and detailed explanations.
Quick-Refs
– A compact, slimmed down version of each guide for easy and quick refreshes.
Topics include, but are not limited to:
various production techniques and workflows that I've personally developed using morphs in zBrush for a more dynamic highpoly result, achieving flawless texture bakes, etc.
special workflows and techniques that are not well or at all documented which texture formats are best suitable to use (and why), how to use and understand non-square textures, etc.
covering abstract pipeline topics that are hard to Google and find information on such as how to attain visual parity from Substance Painter to other rendering engines, how to preserve your work/strokes properly when re-importing meshes into Substance Painter, etc.
描述:
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