01. 3D assets in brand design practice
Lecture introduction
01. 品牌设计实践中的3D资产
讲座简介
02. Brand design – 3D motif
3D assets for brand design
02. 品牌设计-3D图案
用于品牌设计的 3D 资产
03. Brand design – 3D motif concept setting
Introduction to Pods Identity
Pods 3D motif concept setting
03.品牌设计-3D主题概念设定
Pods Identity 简介
Pods 3D 主题概念设定
04. Brand design – 3D motif practice
Material motif example practice
Advanced material expression method practice for practical use
Understanding Solid-Subsurface Scattering
Glass -Understanding Caustics and Dispersion
Understanding Metal – Anisotropic
04.品牌设计-3D图案实践
材质主题示例练习
高级材料表达方法实践与实用
了解固体次表面散射
玻璃 – 了解焦散和色散
理解金属 – 各向异性
05. Understanding color management
Understanding color management, color gamut, and HDR rendering for practical quality.
05.了解色彩管理
了解色彩管理、色域和 HDR 渲染以实现实用质量。
06. AGX profile installation and 3D key visual production
AGX application and 3D key visual practice
06. AGX简介安装及3D主视觉图制作
AGX应用及3D关键视觉实践
07. Card news practice
Card News 01 – Texture Application
Card News 02 – Modifier Application
07.卡片新闻练习
卡片新闻 01 – 纹理应用
卡牌新闻 02 – 修改器应用
08. 3D character design – animal-type character 1
Brand character development
brand character modeling
Learn lighting know-how that blends well with 2D graphics
Rigging and Animating
08.3D角色设计-动物型角色1
品牌角色发展
品牌角色造型
学习与 2D 图形完美融合的灯光知识
装配和动画
09. 3D character design – animal-type character 2
Brand character development
brand character modeling
Shading – Texture Painting Basics
Smooth animation using Shapekey
09.3D角色设计-动物型角色2
品牌角色发展
品牌角色造型
阴影 – 纹理绘画基础
使用 Shapekey 进行流畅的动画
10. Pods – Humanoid character practice – Head modeling
Character head modeling using sculpting
10. Pods-人形角色练习-头部建模
使用雕刻进行角色头部建模
11. Pods – Humanoid character practice – Body and clothing modeling
character body modeling
character costume modeling
11. Pods – 人形角色练习 – 身体和服装建模
角色形体建模
角色服装造型
12. Pods – Humanoid Character Practice – Shading and Lighting
Character Shading – Texture Painting Basics
UV mapping and how to use assets
12. Pods – 人形角色练习 – 阴影和照明
角色着色 – 纹理绘画基础
UV 映射以及如何使用资产
13. Pods – Humanoid character practice – Rigging and product contact application
Rigging practice using Rigify
Lighting and Rendering
How to use design contact points
13. Pods – 人形角色练习 – 装配和产品接触应用
使用 Rigify 进行装配练习
照明和渲染
如何使用设计接触点
14. 3D icon concept set
3D iconography of brand design
14.3D图标概念集
品牌设计的 3D 图像
15. 3D Icon Modeling – A
Icon modeling – portfolio, chat, coffee
15. 3D 图标建模 – A
图标建模-作品集、聊天、咖啡
16. 3D Icons – Modeling – B
Icon Modeling – Articles, Calendars, Folders
16. 3D 图标 – 建模 – B
图标建模 – 文章、日历、文件夹
17. 3D Icons – Modeling – C
Icon modeling – headset, palette, pad
17. 3D 图标 – 建模 – C
图标建模——耳机、调色板、垫子
18. 3D icon – shading and lighting setup
Consistent shading using material motif assets
18. 3D 图标 – 阴影和灯光设置
使用材质主题资产实现一致的阴影
19. 3D Icons – Animating – A
Animating Icons – Portfolio, Chat, Folders
How to use shape keys and animating graphs
19. 3D 图标 – 动画 – A
动画图标 – 作品集、聊天、文件夹
如何使用形状键和动画图形
20. 3D Icons – Animating – B
Icon Animation – Article, Calendar, Pad
How to use shape keys, modifiers, and shading interactions
20. 3D 图标 – 动画 – B
图标动画 – 文章、日历、Pad
如何使用形状键、修改器和阴影交互
21. 3D Icons – Animating – C
Icon Animation – Headset, Palette, Coffee
How to apply consistent render shots using camera and lighting setup
How to use it as a design contact point
21. 3D 图标 – 动画 – C
图标动画-耳机、调色板、咖啡
如何使用相机和灯光设置应用一致的渲染镜头
如何将其用作设计接触点
22. Motion graphics concept setting
Understanding brand motion graphics
Motion graphics in Blender
22.动态图形概念设定
了解品牌动态图形
Blender 中的动态图形
23. Pre-production – topic selection and storyboard planning
Motion graphics story planning and storyboard
23. 前期制作——主题选择和故事板规划
动态图形故事规划和故事板
24. Pre-production – Style frame production – Modeling
Style frame creation – modeling using geometry nodes
24. 前期制作 – 风格框架制作 – 造型
风格框架创建 – 使用几何节点建模
25. Pre-production – Style frame creation – Shading
Creating a style frame – Lighting secrets that increase practical texture and quality
25. 前期制作 – 风格框架创建 – 阴影
打造风格框架——提升实用质感和品质的照明秘诀
26. Scene Animation 1
How to work with keyframe animation and graphs
26.场景动画1
如何使用关键帧动画和图形
27. Scene Animation 2
Animating using geometry nodes
27.场景动画2
使用几何节点进行动画处理
28. Scene Animation 3
Animating using curves
28.场景动画3
使用曲线制作动画
29. Scene Animation 4
Final animation that improves quality
29.场景动画4
最终动画质量得到提升
30. Post-production – Rendering and compositing
Color grading and compositing methods
30. 后期制作 – 渲染和合成
色彩分级和合成方法
31. Conceptual setting of 3D mock-up and introduction of Clarks
Brand offline design contact point and introduction of Clarks
31. 3D模型的概念设定和Clarks的介绍
Clarks品牌线下设计接触点及介绍
32. 3D Mockup – Pressed business cards and photo-realistic renderings
Implementation of type pressure and practical rendering skills practice
32. 3D 模型 – 压制名片和逼真的渲染
字体压力的实现及实用渲染技巧练习
33. 3D mock-up – detailed product modeling and production
Directing method using product modeling, lighting, and camera setup
33. 3D 模型 – 详细产品建模和生产
使用产品造型、灯光和相机设置的指导方法
34. 3D Mockup – Diffuser and translucent package
Developing a package that fits the brand essence
Modeling and Rendering
34. 3D 模型 – 扩散器和半透明包装
开发符合品牌精髓的包装
建模和渲染
35. 3D Mockups – Signage and Billboards
Signage design and mock-up 3D rendering
35. 3D 模型 – 标牌和广告牌
标牌设计和模型 3D 渲染
36. 3D Mockup – 3D space composition
Organizing key visuals with space composition
36. 3D 模型 – 3D 空间构图
利用空间构图组织主要视觉效果
37. Moving Poster A
Create motion based on planning
Lighting settings and shading
Rendering and post-processing
37. 动人海报A
根据规划创建动作
照明设置和阴影
渲染和后期处理
38. Moving Poster B
Create motion based on planning
Lighting settings and shading
Rendering and post-processing
38. 动人海报B
根据规划创建动作
照明设置和阴影
渲染和后期处理
39. Moving Poster C
Create motion based on planning
Lighting settings and shading
Rendering and post-processing
39. 移动海报 C
根据规划创建动作
照明设置和阴影
渲染和后期处理
40. Concluding the lecture
Epilogue
40. 结束讲座
结语