01. 根据类型和风格设计角色艺术
韩式角色扮演游戏
AAA级角色
普及手圖
风格化角色
01. Character Art According to Genre and Style
Korean style RPG
AAA level character
Popularized hand map
Stylized Character
02. 理解 3D 角色的结构和概念
纸艺结构
纹理技术的发展
ZBrush 的出现
高多边形低多边形的概念
02. Understanding the Structure and Concept of 3D Characters
Structure of Papercraft
Development of texture technology
The advent of ZBrush
The concept of high-poly low-poly
03. 角色创建流程和软件
手圖
真实的
半现实
Zbrush/Mudbox
3ds Max 和 Maya 等各种软件及其用途
03. Character Creation Pipeline and Software
Hand map
Real
Semireal
Zbrush/Mudbox
Various software such as 3ds Max and Maya and their uses
04. 基本界面及操作
常用菜单
如何操作
个人设置和按钮删除
快捷键
线框
组件和原语
04. Basic Interface and Operation
Frequently used menus
How to operate
Personal settings and button removal
Shortcut key
Wireframe
Components and Primitives
05. 创建鲸鱼示例
使用面建模
创建基本形状
转换
挤压、切割、对称、涡轮平滑、堆叠概念等。
05. Creating a Whale Example
Modeling using faces
Create basic shapes
Transform
Extrude, cut, symmetry, turbo smooth, stack concept, etc.
06. 创建 Apple 示例
使用边和面进行建模
软选择、循环、环等。
应用基本材料
复制并引用
06. Creating an Apple Example
Modeling using edges and faces
Soft selection, loop, ring, etc.
Applying basic materials
Copy and reference
07. 创建亚马逊配送箱示例
基本纹理的概念:UV Unwrap、Apply Texture、Shell、倒角
07. Creating an Amazon Delivery Box Example
The concept of basic textures: UV Unwrap, Apply texture, Shell, chamfer
08. 基本界面及操作
刷子
菜单
材质捕捉
项目预设
基本设置
热键
08. Basic Interface and Operation
Brush
Menu
Matcap
Project presets
Basic settings
Hotkey
09.制作一只小黄鸭
尝试使用标准、移动、平滑、遮罩画笔
对称
动力网格
阿尔法
材质捕捉
聚氨酯漆
09. Creating a Rubber Duck
Try using standard, move, smooth, masking brushes
Symmetry
Dynamesh
Alpha
Matcap
Poly paint
10. 制作姜饼人
Gizmo 变换
子工具、多边形组、细分
插入刷子
定制
10. Creating a Gingerbread Man
Gizmo transformation
Subtool, polygroup, subdivision
Insert brush
Customizing
11.创建角色
使用 zmodeler 画笔建模
基本要素和不同的入门方法
折痕
动态细分
聚组
11. Creating Characters
Modeling with zmodeler brushes
Primitives and different ways to get started
Creasing
Dynamic subdivision
Polygroup
12. 为低多边形制作准备高多边形 [利用角色]
抽取
创建一个烘焙小组
出口、进口
12. Preparing High Poly for Low Poly Production [Utilizing Characters]
Decimation
Create a group for baking
Export, import
13. Max 的拓扑函数
活体表面
符合
拖动、构建、扩展、放松
焊接顶点、目标焊接、连接、折叠等。
13. Max’s Topology Function
Live surface
Conform
Drag, build, extend, relax
Weld vertices, target weld, connect, collapse, etc.
14. 紫外线展开
分割角色的 UV
毛皮,放松
14. Uv Unwrap
Splitting the UVs of a character
Pelt, relax
15. 导出
准备并导出高多边形和低多边形以提取法线贴图
15. Export
Preparing and exporting high-poly and low-poly for normal map extraction
16. 基本界面及操作
操作和菜单
资源架
画笔、Alpha、材质、智能蒙版、智能材质
16. Basic Interface and Operation
Operations and Menus
Resource shelf
Brush, Alpha, Material, Smart Mask, Smart Material
17. 启动和烘焙新项目
网格加载
使用 hipol 和 lowpol 进行提取
每个贴图的作用(法线、AO、曲率、位置等)
17. Starting and Baking New Projects
Mesh Loading
Extraction using hipol and lowpol
Role of each map (normal, AO, Curvature, position, etc.)
18. 使用图层进行纹理处理
创建新项目并加载网格
什么是PBR?(金属度、粗糙度等通道描述)
基础材料与智能材料
图层和蒙版
刷子
保存纹理
18. Texturing Using Layers
Create new project and load mesh
What is PBR? (Channel description such as metalness and roughness)
Basic materials and smart materials
Layers and Masks
Brush
Save texture
19. 基本界面及操作
菜单和操作
大纲视图
视口
高动态范围图像
19. Basic Interface and Operation
Menus and Operations
Outliner
Viewport
HDRI
20. 应用材质和纹理完成
导入网格和纹理
关于材料参数
光
相机
转盘
20. Finish by Applying Materials and Textures
Import meshes and textures
About material parameters
Light
Camera
Turntable
21. 设计具有维护率的初级到中级角色[科幻朋克女]
制定总体规划
使用参考图像设计角色
建立结果愿景
21. Designing a Beginner-to-Intermediate Character with Maintenance Ratio [Sci-Fi Punk Female]
Make an overall plan
Design a character using a reference image
Establish a vision for the outcome
22. 基本身体雕塑 – Zbrush
根据概念利用基础网格并匹配人体比例
将图像加载到 Zbrush 中
通过查看参考图像来研究人体
22. Basic Body Sculpting – Zbrush
Utilization of base mesh and matching human body proportions according to concept
Load image into Zbrush
Studying the human body while looking at reference images
23. 面部雕塑及表达简单情绪(1)
基本面部结构和特征
附加面部雕塑刷
根据参考雕刻
23. Face Sculpting and Expressing Simple Emotions (1)
Basic facial structure and landmarks
Additional brush for facial sculpting
Sculpting according to reference
24. 面部雕塑与表达简单情绪(2)
眼球、眉毛
Zbrush 层
24. Face Sculpting and Expressing Simple Emotions (2)
Eyeballs, eyebrows
Zbrush layer
25. 面部雕塑与表达简单情绪 (3)
创建头发网格
多边形绘制模式
25. Face Sculpting and Expressing Simple Emotions (3)
Creating a hair mesh
Polypaint mode
26. 服装创作——紧身衣
了解其他 ZBrush 功能(提取、变形等)
使用画笔创建表面细节
兹雷梅舍尔
26. Costume Creation – Bodysuit
Learn additional ZBrush features (extract, deformation, etc.)
Create surface details using brushes
Zremesher
27. 服装创作 – 夹克
捕捉大形状
应用参考报告
表达量
衣服上的褶皱
27. Costume Creation – Jacket
catch the big shape
Apply reference reports
Expressing volume
Cupping wrinkles in clothes
28. 配饰创作(1)——帽子、眼镜
捕捉大形状
应用参考报告
表达量
拿起帽子和眼镜
28. Accessory Creation (1) – Hats, glasses
Catch the big shape
Apply reference reports
Expressing volume
Scooping up hats and glasses
29. 配饰创作(2)——腰带
捕捉大形状
应用参考报告
表达量
皮带磨损
29. Accessory Creation (2) – Belt
Catch the big shape
Apply reference reports
Expressing volume
Scuffing the belt
30. 配件创作 (3) – 枪套
捕捉大形状
应用参考报告
表达量
杯状枪套
30. Accessory Creation (3) – Holster
Catch the big shape
Apply reference reports
Expressing volume
Cupping the holster
31. 配件创作(4) – 耳机
捕捉大形状
应用参考报告
表达量
耳机硬低音建模
31. Accessory Creation(4) – Headset
Catch the big shape
Apply reference reports
Expressing volume
Headset hardsub modeling
32. 创建头发网格
使用弯曲的笔刷创建头发网格
32. Creating Hair Mesh
Creating a hair mesh using a curved brush
33. 添加零件和细节
彻底改变整体设计
33. Adding Parts and Detailing
Overhauling the overall design
34. 在 Max 中重新拓扑
从 Zbrush 导入 Highpoly
在 Max 中管理 Hipoly
游戏内动画和纹理的拓扑
考虑结果的网格分裂
34. Retopo in Max
Importing Highpoly from Zbrush
Managing Hipoly in Max
Topology for in-game animation and texturing
Mesh break up considering the results
35. UV 展开
展开复杂字符
头发解开
展开方法以有效使用纹理
35. UV Unwrap
Unwrap complex characters
Hair Unwrap
Unwrap method to use textures efficiently
36. 准备迁移至 Substance Painter
材质应用
为高处和低处跌倒做好准备
正常提取贴图,无失败
36. Preparing to Move to Substance Painter
Material application
Preparing for high and low falls
Normal map extraction without failure
37. 从 Substance Painter 中提取法线贴图
烘焙一个或多个对象
如果需要修改,请更新网格
37. Extracting Normal Maps from Substance Painter
Baking one or more objects
Update mesh if modifications are needed
38. 创建服装纹理
使用智能材料
滤波器和发生器
应用模式
充分利用你的面罩
令人信服地表达材料
光影表达
贴花表示
38. Creating Clothing Textures
Using Smart Materials
Filters and Generators
Applying a pattern
Make full use of your mask
Expressing materials convincingly
Light and shadow expression
Decal representation
39. 角色面部纹理
肤色和噪点
南海
化个简单的妆
39. Character Face Texturing
Skin tone and noise
SSS
Putting on simple makeup
40. 创建头发纹理
使用程序纹理创建纹理
alpha/不透明度的概念
40. Creating Hair Texture
Creating textures using procedural textures
The concept of alpha/opacity
41. 渲染和演示准备
简单姿势
眼睛、眉毛和睫毛
41. Rendering and Presentation Preparation
Simple pose
Eyes, eyebrows, and eyelashes
42. 转移到 Marmoset 并设置
表皮材质
头发材质
通用材料
背景
照明设置
摄像机角度设置
转盘
42. Transfer to Marmoset and Set Up
Skin material
Hair material
General Material
Background
Lighting settings
Camera angle settings
Turntable
43. 结束语及准备发布职位的后续步骤
未来值得尝试的风格
通过练习培养你的艺术技能
从初学者到高级水平的步骤
引入值得学习的方案以提高工作质量
就业人口结构建议
43. Closing Remarks & Amp; Next Steps to Prepare for Job Posting
A style worth trying in the future
Practice to develop your skills as an artist
Steps to go from beginner to advanced level
Introducing programs worth learning to improve work quality
Recommendation of population structure for employment