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FXPHD - MYA233 - Bipedal Modeling for Production
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FXPHD - MYA233 - Bipedal Modeling for Production


用于生产的Maya 双足生物建模教程,15.6GB。

课程列表

第 1 课:参考素材收集与项目设置
在 PureRef 中整理制作参考图,包括解剖结构、已获批的概念艺术、材质、姿态和表面细节。到本课结束时,项目将完全准备好进入建模阶段。

第 2 课:身体比例
在 ZBrush 中重塑基础网格,调整整体比例,使角色从人类形态过渡到符合生物概念,同时保持干净、可用的拓扑结构。

第 3 课:头部雕刻
专注于头部和面部特征,细化形态以匹配概念艺术。运用一系列 ZBrush 笔刷,打造一个独特但仍基于解剖学的生物角色设计。

第 4 课:牙齿与眼睛调整
将牙齿和眼睛适配并调整到新的头部几何体上。使用张嘴形态目标来验证牙齿的放置、缩放以及牙龈的对齐情况。

第 5 课:身体调整——手和脚
细化手和脚的解剖结构,确保其形态清晰且拓扑均匀。重点放在适合变形、可用于绑定和动画的几何体上。

第 6 课:添加精细细节
从基础人体模型上传递高分辨率雕刻细节,并为新生物添加独特的额外细节,重点区域包括面部、手部和身体表面。

第 7 课:服装与配饰
在 Maya 中创建服装元素和简单的配饰,完成建模阶段,并保持清晰的整理以便后续环节使用。

第 8 课:头发雕刻
为头部毛发和胡须创建参考雕刻,为毛发梳理师提供指导,同时让角色以完整、可审阅的状态呈现。

第 9 课:UV 布局与场景整理
为新几何体生成 UV 并优化布局以保持一致性。最终确定场景整理和命名规范,确保资产可以被其他美术师轻松接手。

第 10 课:姿态与渲染
摆出基本姿态,并在 ZBrush 和 Maya 中生成渲染图以供最终审阅。这些展示输出确保角色在制作流程中具备获批条件。

high.jpg

Class Listing

Class 1: Reference Gathering and Setup
Organize production reference in PureRef, including anatomy, approved concept art, materials, poses, and surface details. By the end of this class, the project will be fully prepared for modeling.

Class 2: Body Proportions
Reshape the base mesh in ZBrush, adjusting overall proportions to transition from a human form to the creature concept while maintaining clean, usable topology.

Class 3: Head Sculpt
Focus on the head and facial features, refining forms to match concept art. Apply a range of ZBrush brushes to achieve a distinctive yet anatomically grounded creature design.

Class 4: Teeth and Eye Adjustment
Fit and adjust teeth and eyes to the new head geometry. Use a jaw‑open blendshape to validate placement, scale, and gum alignment.

Class 5: Body Adjustments – Hands and Feet
Refine hand and foot anatomy to ensure proper definition and even topology. Emphasis is placed on deformation‑ready geometry for reliable rigging and animation.

Class 6: Adding Fine Detail
Transfer high‑resolution sculpt detail from the base human model and build additional detail unique to the new creature, with focus areas including the face, hands, and body surface.

Class 7: Costume and Accessories
Complete the modeling phase by creating costume elements and simple accessories in Maya, maintaining clean organization for downstream use.

Class 8: Hair Sculpt
Create reference sculpts for head and beard hair, providing guides for grooming artists while presenting the character in a complete, review‑ready state.

Class 9: UV Layout and Scene Organization
Generate UVs for new geometry and optimize layout for consistency. Finalize scene organization and naming conventions to ensure the asset can be easily picked up by other artists.

Class 10: Pose and Render
Develop a basic pose and produce renders from ZBrush and Maya for final review. These presentation outputs ensure the character is ready for approval in a production context.


描述:

标签: maya 玛雅 角色 建模 教程 人物
分类:教程 > 3D教程 > Maya
发布:CGer | 查看: | 发表时间:2026/5/24 12:05:28 | 更新时间:2026/5/24 12:05:28

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