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文件总数:10 集
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爱给网提供海量的Maya资源素材免费下载,
本次作品为mp4
格式的06_添加的高频细节(06_Adding_high-frequency_detail),
本站编号31879932,
该Maya素材大小为61m,
时长为09分 28秒,
支持4K播放,
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作者为Los Primos,
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教程简介:
译文: 当建立游戏,电影,或其他应用程序的 3d 模型,高水平的细节,往往需要。为了实现这种详细的外观,它 ' s 并非总是可行使用更传统 3d 建模方法 — — 移动点或添加边缘循环。此外,实际上是详细的网格会不可用,因为他们高多边形数。要详细看模型同时保持可行聚计数,3d 造型应用像 ZBrush 或可以使用 Mudbox。在本课程中我们将讨论采取进一步详述的雕刻申请低分辨率的基础网格的过程。对于我们的示例,我们将使用 ZBrush.We ' 应该如何准备网格来谈。我们 ' ll 也涵盖几何应用程序之间来回的转移。我们 ' ll 也谈雕刻的方法,以及 UV 布局和地图创建。最后我们 ' ll 涵盖您回来在玛雅的雕刻资产建立手动和更多的自动化方法。最后你 ' ll 有很好的基础,在背后的目的和方法所涉及的细分造型过程,所以你可以开始将它集成到您的建模工作流程。
原文: When building 3d models for games, film, or other applications, a high level of detail is often required. In order to achieve this detailed look, it's not always feasible to use more traditional 3d modeling methods- moving points or adding edge-loops. In addition, meshes that are actually that detailed would be unusable because of their high polygon count. To get a detailed looking model while maintaining a workable poly count, a 3d sculpting application like ZBrush or Mudbox can be used. In this course we will talk about the process of taking a low-resolution base mesh into a sculpting application for further detailing. For our example we will be using ZBrush.We'll talk about how the mesh should be prepared. We'll also cover the transfer of the geometry back and forth between applications. We'll also talk about sculpting methods, as well as UV layout and map creation. Finally we'll cover both manual and more automatic ways of setting up your sculpted assets back in Maya. In the end you'll have a great foundation in the purpose behind and methods involved in the subdivision sculpting process so you can begin to integrate it into your modeling workflow.