次世代游戏制作提示与技巧
Introduction - Pete Hayes
Epic Games, creator of the Unreal series and Unreal Engine 3. Epic is currently developing Unreal Tournament 2007 and Gears of War.
Worked on Unreal Championship 2, primarily in creating high-poly pre-rendered matte paintings.
Co-speaker of the Art Content Creation for the Next Generation Unreal Engine track at GDC 2005.
Currently a weapon/vehicle/mech modeler for Epic Games on their Xbox 360 title Gears of War. Gears of War is a tactical 3rd person shooter for the Xbox 360.
Introduction - Team Effort
Thanks to everybody on the Gears Team and Epic Games. The following contributed directly to the WIP images used in this presentation:
Jerry O'Flaherty – Art Director
Chris Perna – Lead Artist
Jay Hawkins - Concept Artist
Maury Mountain – Texture Artist
Mike Buck – Texture Artist
Shane Caudle
3ds Max and Zbrush Workflow - Thursday 4-5pm
Kevin Lanning & Jerry O'Flaherty
Modeling Next-Gen Characters: From Concept to Game - Friday 9-10am
简介 – 工具使用
Max, Zbrush, Photoshop, & Unreal Engine 3;
Unreal Engine 3 被设计成为可以和所有的主流3d建模软件协同工作;
以下内容中提到的技术和方法可以运用在任何工作流程中(不仅仅限于使用UE3的产品);
以下范例来自与我刚开始为Unreal Engine 3建模的那几个月, 所以 “按我说得去做,而不是重复我的错误” ;
Presentation Overview总概
Pre-Production
Work smart, coordinate, & ends justify the means.
Hi Poly(高模)
Max, Zbrush, lessons learned.
Low Poly(低模)
Modeling, modification, & tips.
Processing(处理)
Unwrapping & generating the detail normal map.
Post-Processing(后加工)
Techniques, asset libraries, & tools.
Too Much/Not Enough: Always keep in mind poly/map/physical size. Low poly count & smaller map size = bolder & more simple.
脑海里谨记:多边形/贴图/物理尺寸。低模面数和更小尺寸的贴图=更大胆,更简单
Streamline Interface: Always hotkey or create custom menus, quads, etc.
高效的界面:多使用快捷键,创建自定义的菜单,quads(MAX快捷方式)……
Mike Buck Skin
Pre-Production - Work Smart
Pre-Production - Work Smart有技巧的干活
Digital Kitbash: Create asset libraries of pipes, bolts, fasteners techno greeble, alphas, tools, etc.
数字工具箱:为工作流程创建物件库,例如:零
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