01_介绍和项目概述(01_Introduction_and_Project_Overview)

02_创建剪影(02_Creating_silhouettes)

03_最后定稿的剪影(03_Finalizing_the_silhouette)

04_阻塞的上游铁路(04_Blocking_the_upper_rail)

05_阻塞底部的铁(05_Blocking_the_bottom_rail)

06_阻断上游铁路配件(06_Blocking_the_upper_rail_accessory)

07_阻断铁路肩带(07_Blocking_the_rail_straps)

08_阻止接收机和手警卫(08_Blocking_the_receiver_and_hand_guard)

09_阻断手枪握把和枪托(09_Blocking_the_pistol_grip_and_the_rifle_butt)

10_为步枪的枪托阻塞稳定剂(10_Blocking_the_stabilizers_for_the_rifle_butt)

11_最后确定了模型块(11_Finalizing_the_block_out_model)

12_创建使用油漆的详细资料(12_Creating_details_using_a_paint_over)

13_建模的上游铁路的高聚版本(13_Modeling_the_high_poly_version_of_the_upper_rail)

14_建模的高聚版本的较低的轨道(14_Modeling_the_high_poly_version_of_the_lower_rail)

15_建模内部导轨的高聚版本(15_Modeling_the_high_poly_version_of_the_inner_rails)

16_建模铁路肩带的高聚版本(16_Modeling_the_high_poly_version_of_the_rail_straps)

17_建模铁路配件的高聚版本(17_Modeling_the_high_poly_version_of_the_rail_accessory)

18_建模的高聚版本的接收器(18_Modeling_the_high_poly_version_of_the_receiver)

19_建模手枪握把的高聚的版本(19_Modeling_the_high_poly_version_of_the_pistol_grip)

20_建模护手高聚的版本(20_Modeling_the_high_poly_version_of_the_hand_guard)

21_建模步枪的枪托的高聚版本(21_Modeling_the_high_poly_version_of_the_rifle_butt)

22_建模的配套件的高聚版本(22_Modeling_the_high_poly_version_of_the_accessory_pieces)

23_向高聚模型添加深度(23_Adding_depth_to_the_high_poly_model)

24_建设范围(24_Building_the_scope)

25_建模的高聚硬件(25_Modeling_the_high_poly_hardware)

26_完成硬件(26_Finishing_the_hardware)

27_放置的硬件(27_Placing_the_hardware)

28_建模集成硬件(28_Modeling_integrated_hardware)

29_最后确定的高聚模式(29_Finalizing_the_high_poly_model)

30_低多边形模型建模(30_Modeling_the_low_poly_model)

31_Retopologizing 外导轨(31_Retopologizing_the_outer_rails)

32_建模低多边形内部导轨(32_Modeling_the_low_poly_inner_rails)

33_建模的低聚配件(33_Modeling_the_low_poly_accessory)

34_建模的低聚皮带(34_Modeling_the_low_poly_straps)

35_建模低聚接收机(35_Modeling_the_low_poly_receiver)

36_建模低聚抓地力(36_Modeling_the_low_poly_grip)

37_建模低聚枪托(37_Modeling_the_low_poly_rifle_butt)

38_建模的低聚范围铁路和范围(38_Modeling_the_low_poly_scope_rail_and_scope)

39_包裹上的铁路(39_Unwrapping_the_upper_rail)

40_展开较低的轨道(40_Unwrapping_the_lower_rail)

41_展开内部导轨(41_Unwrapping_the_inner_rails)

42_展开的肩带(42_Unwrapping_the_straps)

43_展开的范围坐骑(43_Unwrapping_the_scope_mounts)

44_展开范围铁路(44_Unwrapping_the_scope_rail)

45_展开的范围(45_Unwrapping_the_scope)

46_展开的接收机(46_Unwrapping_the_receiver)

47_结合 U Vs(47_Combining_the_UVs)

48_烘焙法线贴图(48_Baking_the_normal_map)

49_结合法线贴图(49_Combining_the_normal_maps)

专辑分类:

  • 软件 : 3dmax游戏
  • 文件总数:49
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  • 教程简介:

    译文: 在本系列教程一步一步我们学习如何模型使用硬表面建模技术的科幻武器。若要开始,我们将学习创建轮廓和如何采取建设性的批评,使其较强的设计的重要性。在那之后,我们将开始阻挡我们的武器的基本形状。完成了模型块后,我们将使用一个简单的渲染来创建一种涂料在 Photoshop 来得到更好的主意,我们想从我们的高聚模式的细节。然后,我们将跳到建模的高分辨率模型和游戏分辨率模型。然后我们打包了课程所铺设的 UV、 烘焙我们正常和环境闭塞的地图和回游戏模型应用这些地图。 原文:   In this series of step by step tutorials we learn how to model a sci-fi weapon using hard surface modeling techniques. To begin, we will learn the importance of creating silhouettes and how to take constructive criticism in order to make it a stronger design. After that, we"ll begin blocking out the basic shapes of our weapon. Once the block out model is finished, we"ll use a simple render to create a paint over in Photoshop to get a better idea of the details we want out of our high poly model. Then we"ll jump into modeling the high resolution model and the game resolution model. Then we"ll wrap up the course by laying out the UV"s, baking our normal and ambient occlusion maps and applying those maps back to the game model.