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 電驢下載基地 >> 教育资源 >> 學習教程 >> 《硬表面著色和紋理教程》(Gnomon Workshop Hard Surface Shading and Texturing)[光盤鏡像]
《硬表面著色和紋理教程》(Gnomon Workshop Hard Surface Shading and Texturing)[光盤鏡像]
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發布時間 2017/7/14
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《硬表面著色和紋理教程》(Gnomon Workshop Hard Surface Shading and Texturing)[光盤鏡像] 簡介: 資料介紹 相關專題學習資料: 3Ds
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"《硬表面著色和紋理教程》(Gnomon Workshop Hard Surface Shading and Texturing)[光盤鏡像]"介紹

資料介紹

相關專題學習資料:
  • 3Ds Max教程

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The Gnomon Workshop 藝術設計殿堂極力締造者,由Gnomon出品的Gnomon Hard Surface Shading and Texturing (硬表面著色和紋理教程)。GNOMON教程,每每給我們於激情與期待!讓我們在CG設計路上不再獨行!讓我們共同期待!讓我們共同期待與業界CG頂尖設計師的面對面! Gnomon的教程向來以其前沿的技術和清晰的視頻質量而受到廣大用戶的青睐。

作者Neil Blevins是著名的3D美術設計藝術家,現任技術總監,工作於視頻游戲動畫,廣告,電視,游戲機和故事片。是冷硬派的代表人物,同時也是巴西渲染系統的高級測試師。教程所使用的軟件包括:3ds Max and Photoshop,渲染器有:Scanline, Brazil and Mental Ray

this DVD Neil introduces his pipeline for shading and texturing hard surface models. This pipeline can be applied to any high-res model, such as models for photoreal effects work, animated feature films, ride films or video game cinematics. In the first part of the DVD, he discusses reference gathering, how to make a visual details list, and common shaders. Next he outlines all of the major methods for placing patterns on your surface, their advantages and disadvantages, and ways of creating patterns, including procedurals, photo manipulation and hand painting. The lecture includes practical demos in Adobe Photoshop? and 3d Studio Max?, using the Scanline, Brazil and Mental Ray renderers. In the second part, he uses the theory and pipeline from part one to shade and texture a 2000+ object robot character and simple environment using 3ds Max, Photoshop and Brazil. With a focus on texturing thousands of objects fast and efficiently, this intermediate level course is useful for any 3d application or renderer and will add many new tricks to your personal arsenal.

在這張DVD中,Neil 介紹了他管道的陰影和紋理的硬表面模型。這條管道可以適用於任何高水庫模型,如photoreal模型工作,動畫故事片,電影或視頻游戲動畫。第一部DVD中,他討論了參考收集,如何使視覺詳細列出,並共同著色。他概述了主要的方法,表面上的格局,它的優點和缺點,以及如何創造模式,包括procedurals ,照片和手工繪畫手法。包括在Adobe Photoshop 3D Max中的實際演示 ,利用掃描線,巴西渲染和Mental Ray 渲染器。在第二部分中,他使用的理論和管道對象是第一部分遮蔭和紋理2000 +機器人角色,及在簡單的環境中使用3ds Max軟件, Photoshop和巴西渲染。把重點放在成千上萬的物體紋理上,這中間層次對任何3D應用或渲染都是有用的,並添加了許多新的技巧


教程相關內容:

Chapters: Part One
Introduction to Part One
Prep Work
Shaders
Patterns
General Patterns
Specific Patterns
Pattern Creation
Layering
Conclusion
Chapters: Part Two
The Model
Pre-Production
Visual Details and Light Rigging
General Patterns
Specific Patterns
Conclusion

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作者
Neil Blevins
Technical Director
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Raised on a healthy dose of sci-fi and fantasy films, books, and video games, Neil Blevins started off painting and drawing traditionally, and then got into 3d graphics while he still lived in his hometown of Pointe Claire, in Quebec, Canada. After getting a Bachelor of Fine Arts in Design Art at Concordia University, he moved to Los Angeles where he worked at Blur Studio for three years, creating graphics for video game cinematics, commercials, TV, ride and feature films. He was also a senior tester for the Brazil Rendering system. He now lives in San Francisco working as a Technical Director for Pixar Animation Studios, primarily creating Environments and FX, and has worked on films such as The Incredibles, Cars, Wall-E and Up. In his spare time, he makes sci-fi 3d/2d hybrid artwork depicting creatures, robots and alien landscapes, and he writes art related lessons and tutorials to, as he puts it, "give back to the community that's been so gracious at helping me get to where I am today."

相關評語:"Neil is a rock star and is always raising the bar for us. He can paint, he can use procedurals, he can use both at the same time. Neil just has this amazing ability to consistently create the best looking assets using whatever techniques are necessary to get the job done."
 

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