Descripción
In this intermediary class I will build upon the theory presented in my class, Shading And Texturing Workflow, with a practical example that involves shading and texturing a high-resolution photoreal robot. The techniques presented can be used to texture any high-resolution hard-surface object, whether for visual effects, animated films, video game cinematics, or even architectural work. We will focus on how to efficiently shade thousands of individual objects without having to spend a lot of time UV shading everything. Blended box maps, projection paint, curvature maps, occlusion maps, and the building of a library of materials are just some of the topic that we will cover. I will use 3ds Max software, Chaos Group's V-Ray rendering engine, and Adobe Photoshop for this example, but you can apply the principals discussed to the 3D app, paint application, and renderer of your choice.
Aprendizajes clave
- Learn how to shade and texture hard-surface objects
- Gain a better understanding of procedural shading and paint
- Learn how to quickly texture many objects
- Learn how to apply dirt and grime
Orador
- NBNeil BlevinsNeil Blevins began his career in traditional painting and drawing before getting into 3D graphics while living in his home country of Canada. After getting a BFA in design art, Neil moved to Los Angeles where he worked for Blur Studio, creating graphics for video games, commercials, and television, as well as for feature and ride films. For the last 12 years Neil has worked as a digital artist for Pixar Animation Studios in San Francisco. In his spare time he makes science-fiction 3D/2D hybrid artwork, he authors tools, and he writes art-related lessons and tutorials for his website.
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Session ID: 2025-03-02:e98d34c3bc9a8525eba4ff7c Player Element ID: au-brightcove-video-6082024729001
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