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The Gnomon Workshop - Creating a Real-Time Horse Groom for Games
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The Gnomon Workshop - Creating a Real-Time Horse Groom for Games


在本次 2.5 小时的工作坊中,Groom 与 CFX 主管 Guillermo Cortés 演示了为实时环境创建逼真、优化后的马匹毛发造型的完整流程。 完整工作流程使用了 Maya、Marmoset Toolbag、Substance 3D Painter、ZBrush、Unreal Engine,以及 FiberShop 和 GS CurveTools。这个中高级培训面向专攻角色与生物毛发造型的艺术家,重点在于将传统毛发造型技术转化为适用于电子游戏的高效工作流程。

在 9 节课程中,Guillermo 涵盖了整个制作流程:从参考收集和规划开始,到使用 XGen、Maya 的毛发造型工具、GS CurveTools、FiberShop、Marmoset Toolbag 和 Substance 3D Painter 创建鬃毛、尾巴和身体毛发,最后导出并为 Unreal Engine 优化结果。他讲解了如何管理密度、毛发片和纹理烘焙,并有效演示了如何在保持性能的同时,实现可信的毛发方向、流动感和体积感。

在整个工作坊中,Guillermo 分享了他从视觉效果和电子游戏行业经验中获得的宝贵制作见解,包括如何在艺术质量与技术限制之间取得平衡,以及如何与角色、外观开发和 TA 团队有效协作。通过本工作坊的学习,艺术家将深刻理解如何为游戏中的动物创建并实现高质量实时毛发造型,并有信心将这些工作流程应用到其他角色和生物上。

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In this 2.5‑hour workshop, Guillermo Cortés, Groom and CFX Supervisor, demonstrates the complete process for creating a realistic, optimized horse groom for real‑time environments. The complete workflow utilizes Maya, Marmoset Toolbag, Substance 3D Painter, ZBrush, Unreal Engine, plus FiberShop and GS CurveTools. This intermediate‑ to advanced‑level training is designed for artists specializing in character and creature grooming, with a focus on translating traditional grooming techniques into efficient workflows for video games.

Over 9 lessons, Guillermo covers the entire production process — from reference gathering and planning to creating the mane, tail, and body fur using XGen, Maya's grooming tools, GS CurveTools, FiberShop, Marmoset Toolbag, and Substance 3D Painter — before exporting and optimizing the results for Unreal Engine. He walks through how to manage density, hair cards, and texture baking, and effectively demonstrates how to achieve believable directionality, flow, and volume while maintaining performance.

Throughout the workshop, Guillermo shares valuable production insights drawn from his experience in the visual effects and video game industry, including how to balance artistic quality with technical constraints and how to collaborate effectively with character, lookdev, and tech art teams. By the end of this workshop, artists will have gained a solid understanding of how to create and implement high‑quality real‑time grooms for animals in games, and have the confidence to adapt these workflows to other characters and creatures.


描述:

标签: maya 动物 毛发 教程 皮毛
分类:教程 > 3D教程 > Maya
发布:CGer | 查看: | 发表时间:2026/6/10 22:14:06 | 更新时间:2026/6/10 22:17:18

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