这本电子书的目的是提供一个有效率和有条理的字符,可以包含有机和机械部件和装备的艺术家的知识,学习技术行业的专业人士所使用的方法。
The aim of this eBook is to provide both an efficient and methodical approach to creating characters that can encompass both organic and mechanical components and equip artists with the knowledge to learn techniques used by industry professionals.
该系列产品提供了一个在深入考虑创建一个角色的概念和阶段到最后的细节和高聚造型的基础网格。为主题的,将采取主题的战袍在一个陌生的人形,部分穿着盔甲,手持武器。每个章节将解决某一方面的设计和显示一步一步的指导,主要用来雕刻的许多组件,包括胸部和身上的铠甲,解剖细节,鞋类和服装以及各种配件和武器装备的技术和方法。在Zbrush的高聚雕刻和解剖完善的需要,讨论使用适当的刷子和工具,但笔者也将整合到管道中的一种方式准备的基础模型和机械部件的3DSMAX。 3dsmax是在结合使用ZBrush的建模技术同样适用于其他3D软件包的主要经验教训证明普遍。
The series provides an in depth account of creating a character from the concept and base mesh stages through to the final detailing and high poly sculpt. It will as its subject adopt the theme of an alien humanoid in battle dress, partly clad in armor and carrying weapons. Each of the chapters will address a certain aspect of the design and show a step by step guide covering the principal techniques and methods used to sculpt the numerous components including the chest and body armor, anatomical detail, footwear and clothing along with various accessories and weaponry. Much of the high poly sculpting and anatomical refinement takes place in Zbrush, discussing the appropriate brushes and tools used but the author will also integrate 3dsMax into the pipeline as a way of preparing some of the base meshes and mechanical components. Although 3dsMax is used in conjunction with Zbrush the modeling techniques are equally applicable to most other 3d packages with the principal lessons proving universal.