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Intermediate Modeling and Texturing in Modo
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链接: https://pan.baidu.com/s/1sk9RtbJ 密码: 18h5

Intermediate Modeling and Texturing in Modo
English | April 2015 | mp4 | H264 1440x810 | AAC 2 ch | 2.36 GB
eLearning | Course Number: MDO203
This course, led by Pat Crandley, aims to help artists create Sub Division Surface Models in Modo. In this course you'll explore of the tools, techniques and, most importantly, the thought process behind creating high resolution geometry for your scene. Understanding the role of the sub division surface algorithm will help you plot out the edge flow of your model and help you create fine geometric details and textures.
In addition to exploring the sub division surface modeling framework, you'll also explore the UV mapping process in Modo. The UV mapping tools in Modo quickly produce strong results and the strategy behind the technique will be developed throughout the UV mapping stage. We'll explore some great additions to the UV mapping tool set in Modo and look at how to create UVs for tricky geometry. We'll wrap up the UV Mapping module by looking at the UDIM framework in Modo as we look to send our UVs to your favorite texture painting application.
To conclude, we'll explore the procedural generation inside of Modo. A majority of the texturing detail can easily be created with procedural textures. Combined with group masks, procedurally created textures paired with great UV maps will yield us great results. 3D modeling and texturing can be a laborious process. Great 3D modelers don’t work hard, they work smart. This course aims to arm you with the strategies and techniques to get you to your final render faster.
Pat Crandley has been a 3D modeler, animator and editor in the computer animation and visual effects industry for over 10 years. Crandley served as the Post-Production Supervisor for the 3D Animation department at MTV and oversaw the production of a computer animated series called Video Mods. He also worked as the lead modeler and animator for a series of commercials for Coke, Mike’s Hard Lemonade and Debers Diamonds. Currently, Pat is teaching the next generation of 3D modelers and animators at Sacramento City College and The Art Institute of California: Sacramento.
course syllabus
Class 1
Layout and Rough Geometry. To begin, we are going to explore the overall shape, form and proportions of the model. Once we have examined our reference and laid out our battle plan, we'll start roughing out the shape using the simple shape creation tools in Modo. An analysis of the form will yield us some interesting information and help us determine the correct application of the tools and technique. At the end of the day, we are going to be initially modeling a fourth of the chest and then let our mirroring tools do the rest of the work.
Class 2
Sub-Division Surface Modeling Working with Sub-Division Surfaces can be a challenge. We'll start off by exploring how sub-division surfaces work and talk about how the algorithm influences the model. Through our exploration, we'll start to see how we can influence the intensity of the algorithm by strategically inserting geometry into our model. Pixar Sub-Division Surfaces are awesome, but they are not without their considerations. Creating the top of the treasure chest will test our skill and help us understand the role of edge loops, edge weight and controlling curved surfaces with the correct polygonal flow. Fall-offs will help us achieve the type of shape we are after. If everything goes according to plan, you should have the top of your chest completed this lesson!
Class 3
Creating and Controlling Curves. No treasure chest is complete without a little treasure to go inside! We'll explore how to create a few of treasures that will go inside the chest. To create our gold coins, goblets and gems we'll take a look at the differences between the Modo curve tools, duplication tools, explore the amazing Modo snapping engine and discuss different approaches to creating cylindrical shapes. There be gold in this chest!
Class 4
UV Mapping. Now that we constructed all of the geometry in the scene, we'll need to start building UV maps to accompany the models. This lesson is going to be all UV mapping, so we'll start off by talking about the strategy of UV mapping and explore how the tools help us achieve the result we are after. The UV mapping tools are really great, so we'll explore how they all work and the benefits of each. The Unwrap Tool is the most powerful tool in our arsenal, so we'll spend a lot of time exploring how it works and the direct benefits of apply this tool to our scene. There are some really great free plug-ins for UV mapping that make the Modo UV mapping process really easy, so we'll take a look at those too.
Class 5
Duplication and Replication. Now that we have created our treasure and made their UV maps, let's take a look at how we are going to place it inside the chest. All of the UV information will get duplicated with the geometry, so its a great idea to have the UV maps wrapped up by now. The Modo dup
中间的建模和纹理在Modo
英语|至 2015 年4|mp4|H2641440 x 810|AAC2ch|2.36GB
电子教学|课程编号︰MDO203
本课程中,率领PatCrandley,旨在帮助艺术家在Modo中创建子司表面模型。在此课程中你将探索的工具,技术,和最重要的是,创建高分辨率的几何形状,为你的场景背后的思维过程。理解子司表面算法的作用将帮助您绘制出您的模型的边缘流动并帮助你创建的几何细节和纹理。
除了探索子司表面建模框架,还将探索在Modo的UV映射过程。Modo中的UV映射工具快速产生强劲的业绩和技术背后的战略将在整个UV映射阶段发展。我们会探讨一些伟大的补充对UV映射Modo的工具集,看看如何为棘手几何创建乌布苏。我们会通过看乌迪姆框架在Modo,当我们要向你最喜欢的纹理绘画应用程序发送我们UVs裹UV映射模块。
最后,我们将探索在Modo的程序生成。在大多数的纹理细节可以轻松地创建使用程序纹理。结合组面具,与伟大的UV贴图配对的程序创建的纹理将给我们带来伟大的结果。3D建模和贴图可以是一个艰苦的过程。伟大的3D建模师不努力工作,他们聪明地工作。本课程的目的是用来武装你的策略和技巧,把你送到你最后的渲染速度。
PatCrandley10多年一直3D建模师、动画师和计算机动画和视觉特效工业中的编辑器。Crandley担任MTV3D动画部后生产主管和监督生产称为视频Mods的电脑制作的动画片系列。他还担任铅建模和动画师一系列广告的焦炭,迈克的硬柠檬水和Debers钻石。目前,帕特教学下一代3D建模和动画师在萨克拉曼多市大学和加利福尼亚艺术学院︰沙加缅度。
课程大纲
1类
布局和粗糙的几何。首先,我们要探索的整体形状、形式和比例的模型。一旦我们检查我们的参考,并奠定了我们的战斗计划,我们就会开始粗加工在Modo中使用简单的形状创建工具的形状。窗体的分析将给我们带来一些有趣的信息,并帮助我们确定正确的应用程序的工具和技术。在年底的一天,我们打算去最初建模的四分之一的胸部,然后让我们镜像的工具做剩下的工作。
2班
分司表面建模工作与分司表面可以是一个挑战。我们将开始探索如何分司表面工作和谈论该算法对模型的影响。通过我们的探索,我们先来看看如何,我们可以通过战略上插入我们的模型几何影响算法的强度。皮克斯公司分司表面是令人敬畏,但都不是他们的考虑。创建的财宝箱顶部将测试我们的技能,帮助我们理解边缘循环、边缘重量和控制曲面与多边形的正确流动的作用。秋季取舍将帮助我们实现我们所追求的形状的类型。如果一切按计划进展,你应该完成你胸部的最上面有这一课!
3类
创建和控制曲线。没有宝箱是完全没有去里面的小宝贝!我们会探讨如何创建将走进胸前的珍宝几。打造我们的金币、酒杯和宝石我们会看看Modo曲线工具,重复工具之间的差异,探索令人惊叹的Modo对齐引擎和讨论创建圆柱形状的不同方法。有黄金在这胸部!
4班
UV映射。现在,我们构造所有场景中的几何,我们需要开始建立UV贴图陪模型。这一课要所有的UV映射,所以我们会谈论的UV映射策略一开始就和探索的工具是如何帮助我们实现我们所追求的结果。UV映射工具真是太棒了,所以我们将探索他们所有的工作和各自的优势。打开工具是我们的武库中最强大的工具,所以我们会花很多时间来研究它是如何工作的直接好处适用此工具到我们的场景。有一些真的很棒免费插件使ModoUV映射过程真的很容易,所以我们也要看看那些的UV映射。
第五类
重复和复制。现在,我们有创建我们的财富,并作出其UV贴图,让我们看看我们如何将它放在胸膛里。所有的UV信息与几何,将得到重复,所以它是一个伟大的主意,有UV贴图现在结束了。Mododup
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