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[ندعوك للتسجيل في المنتدى أو التعريف بنفسك لمعاينة هذه الصورة] Digital Tutors - Creating Game Characters with Maya 2011 and ZBrush 4English | VP6F 782x646 | MP3 96 kbps | 2.02 GB
Genre: eLearningIn this course we will use Maya to create a game-type, low-resolution character from a highly detailed ZBrush model.
In this course, we'll go through the process of
using Maya and Zbrush to convert a high resolution, sculpted and
painted character into a low resolution game-type mesh that can be
rigged and animated. We'll start by using Decimation Master to reduce
the resolution of our model drastically while retaining much of the
visual detail. Once we're in Maya, we'll build low resolution geometry
around these detailed meshes to capture the important shapes of the
character. We'll create uv layouts for the low resolution pieces and
finally extract the color and sculpted detail from our high
resolution pieces onto the new mesh. In the end we'll have taken a
model of 20 million polygons down to a very useable 8-10k. Once you're
done, you'll be able to use the workflow to transfer and convert
your own high resolution characters into a more useable state.
Lesson Outline (27 lessons)1. Introduction and project overview
2. Splitting up the character's body
3. Preparing and exporting the body
4. Preparing and exporting the clothing
5. Preparing and exporting the eyes
6. Transferring high resolution pieces to Maya
7. Building the low resolution pants
8. Adding the belt and buckle
9. Finishing the low resolution pants
10. Creating a UV layout for the pants and boots
11. Starting the low resolution head
12. Working on the ears
13. Finishing the head geometry
14. Rebuilding the hands
15. Finishing the hands and arms
16. Creating a UV layout for the body
17. Beginning the low resolution torso
18. Finishing the vest shape
19. Completing the main vest geometry
20. Adding the vest details
21. Reducing the resolution
22. Creating a UV layout for the torso
23. Baking out maps for the body
24. Baking out maps for the pants
25. Baking out maps for the torso
26. Fixing texture issues in Photoshop
27. Creating specular maps
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