About this Course
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다음 전문 분야의 4개 강좌 중 3번째 강좌:

100% 온라인

지금 바로 시작해 나만의 일정에 따라 학습을 진행하세요.

유동적 마감일

일정에 따라 마감일을 재설정합니다.

중급 단계

Familiarity with Maya 3d modeling software essential, basic knowledge of zbrush, substance painter, and marmoset also needed.

완료하는 데 약 17시간 필요

권장: 8 -12 hours per week can be expected. Workload is based on complexity of chosen subject....

영어

자막: 영어

배울 내용

  • Check

    Model accurate block-in, mid poly meshes

  • Check

    Create high poly models with a real world level of accuracy

  • Check

    Create game-ready low poly meshes for a real-time environment

  • Check

    Texture and render models to give them the appearance of photo-realism

Course을(를) 수강하는 학습자
  • Software Engineers

    다음 전문 분야의 4개 강좌 중 3번째 강좌:

    100% 온라인

    지금 바로 시작해 나만의 일정에 따라 학습을 진행하세요.

    유동적 마감일

    일정에 따라 마감일을 재설정합니다.

    중급 단계

    Familiarity with Maya 3d modeling software essential, basic knowledge of zbrush, substance painter, and marmoset also needed.

    완료하는 데 약 17시간 필요

    권장: 8 -12 hours per week can be expected. Workload is based on complexity of chosen subject....

    영어

    자막: 영어

    강의 계획 - 이 강좌에서 배울 내용

    1
    완료하는 데 4시간 필요

    Week 1: Blocking-In Model

    9개 동영상 (총 93분), 2 readings, 4 quizzes
    9개의 동영상
    Essential Modeling Tips8m
    Essential Modeling Tools18m
    Essentials Substance Painter9m
    Essentials ZBrush9m
    01 Reference8m
    02 Image Planes7m
    03 Initial Block-In19m
    04 Refining Initial Block-In3m
    2개의 읽기 자료
    Essential Skills/Software10m
    Choosing Your Project10m
    3개 연습문제
    Essentials Quiz16m
    Planning and Reference
    Rough Block-In
    2
    완료하는 데 2시간 필요

    Week 2: Mid-Poly Block-In Model

    8개 동영상 (총 83분), 2 quizzes
    8개의 동영상
    02 Mid-Poly Eye Piece Swivel8m
    03 Mid-Poly Eye-Piece Viewer7m
    04 Mid-Poly Body15m
    05 Mid-Poly Battery4m
    06 Finish Mid-Poly Body15m
    07 Mid-Poly Swivel Mount8m
    08 Mid-Poly Strap Mount8m
    1개 연습문제
    Mid-Poly Modeling
    3
    완료하는 데 3시간 필요

    Week 3: High-Poly Model

    10개 동영상 (총 104분), 3 quizzes
    10개의 동영상
    02 High-Poly Eye Piece Swivel5m
    03 High-Poly Eye Piece4m
    04 High-Poly Swivel Mount5m
    05 High-Poly Objective Lens14m
    06 High-Poly Battery & Switch14m
    07 High-Poly Body Cap12m
    08 High-Poly Prepping the Body12m
    09 High-Poly Body10m
    10 High-Poly Floaters17m
    2개 연습문제
    Sub Division Modeling
    ZBrush Modeling
    4
    완료하는 데 2시간 필요

    Week 4: Low-Poly Model

    9개 동영상 (총 49분), 2 quizzes
    9개의 동영상
    Low Poly Objective Lens9m
    Low Poly Strap Mounts3m
    Low Poly Battery Pack3m
    Low Poly Battery Switch3m
    Low Poly Swivel Mount3m
    Low Poly Eye Piece4m
    Low Poly Finishing Body11m
    UV Layout4m
    1개 연습문제
    Low-Poly

    강사

    Avatar

    Andrew Dennis

    Professor of Practice
    Media and Information

    미시간주립대학교 정보

    Michigan State University has been advancing the common good with uncommon will for more than 150 years. One of the top research universities in the world, MSU pushes the boundaries of discovery and forges enduring partnerships to solve the most pressing global challenges while providing life-changing opportunities to a diverse and inclusive academic community through more than 200 programs of study in 17 degree-granting colleges....

    Art for Games 전문 분야 정보

    In this beginner focused specialization we will show you the essentials of 2d and 3d game art production as well as concept art for games and current gen game art workflow. While each of the four courses will build your knowledge of the practice of game art, each module is a self contained unit designed to teach a specific area. By the end of the Specialization, you will have a thorough knowledge of the creation of high-quality game art assets. Through these courses, you will be using Maya, Unity, Photoshop, Sketchup, ZBrush, Marmoset Toolbag, and Substance Painter....
    Art for Games

    자주 묻는 질문

    • 강좌에 등록하면 바로 모든 비디오, 테스트 및 프로그래밍 과제(해당하는 경우)에 접근할 수 있습니다. 상호 첨삭 과제는 이 세션이 시작된 경우에만 제출하고 검토할 수 있습니다. 강좌를 구매하지 않고 살펴보기만 하면 특정 과제에 접근하지 못할 수 있습니다.

    • 강좌를 등록하면 전문 분야의 모든 강좌에 접근할 수 있고 강좌를 완료하면 수료증을 취득할 수 있습니다. 전자 수료증이 성취도 페이지에 추가되며 해당 페이지에서 수료증을 인쇄하거나 LinkedIn 프로필에 수료증을 추가할 수 있습니다. 강좌 내용만 읽고 살펴보려면 해당 강좌를 무료로 청강할 수 있습니다.

    • The course is designed with these programs in mind due to their place as industry standard tools. You may use other tools if you wish (blender, gimp, etc) and apply the same techniques to those programs, but keep in mind the course was designed for Maya, Zbrush, Substance, and Marmoset

    • While making models for games is all about getting it into the game, presenting your work in the best possible light is a big part of art. For personal or portfolio projects you should always take the time to present them. A few hours of lighting and rendering in marmoset will get much better results than spending those hours further polishing your model and textures.

    • You will find the difficulty of your project has a lot to do with the complexity of the model you attempt to create. If it is your first time tackling these subjects I recommend keeping it simple for this course (a screwdriver rather than a car). You can always spend more time later improving and polishing your work after the course. Perfect is the enemy of done!

    • Every problem is a combination of what to do and how to do it, it's best if you aren't trying to do both at once. Most 3d artist work from image or concepts generated by another artists, so being able to follow someone else's design is an essential skill.

      As for concept art, it's best to stick to real world things. Just like 2d artist start drawing with still life, 3d artists can learn a lot by recreating a real world object. Paintings lie, and concept art can often contain lots of visual shorthand, they are sketches meant to convey the idea the artist is going for. It will be much easier to find all the reference you will need from a real world object.

      You could pick a movie or tv prop, as long as you can find enough reference. Our goal in this course is to learn how to take an object and create a photo-real facsimile of it. When you have done that, you will be much more able to make the kinds of assumptions and leaps in logic you will need to work with limited reference.

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