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Introduction] With the development of the game industry, game modeling is also rising rapidly, and the position of game modeler is hot. Therefore, there are many friends who are interested in games who want to become a game modeler, become a member of the game industry, and combine hobbies and work, so what does the daily work of a game modeler include? It is mainly manifested in six aspects, namely primary mold production, high model production, topography and low modulus, split UV, texture baking, and texture drawing, so let's take a closer look.
1. Initial mold production
There are generally two types of character prototypes, one is to create directly with Z balls in ZB. The second is to create a large mesh in 3DMax or Maya, this step is mainly to confirm the large body of the character, and at the same time, the wiring of the model should be as average as possible, and try to avoid 3 corner faces, and there must be no polygons (5 sides. 5 sides or more), try to use 4 sides.
2. High-modulus production
If the designer creates the initial mold with the Z-ball, the direct subdivision model is engraved in the ZB, if used.
The touch created by Maya software is poured into ZB and other sculpting software for high-poly engraving, which is also the most time-consuming and labor-intensive step in the production of this character, and when you need to add sub-objects to the character, you can export the model to 3D software and add it.
3. Topology and low modulus
The accuracy of the model after zbrush engraving is too high, and the number of faces is also a lot, if we directly import the game engine with high poly, the computer will crash, so we need to make a high poly topography with a low poly with roughly the same structure as the high-poly skin.
There are many ways to top, 3DMAX and Maya have new topology plug-ins, and Zbrush also has topology modules, but here I am used to using the Topogun software for topping, and choose the corresponding method according to my own habits.
4. Split UV
After Topogun tops the low-poly mesh, to pour the low-poly mesh into the 3D software for UV splitting, we can use 3DMax and Maya's UV device, or you can use a professional UV search tool to split the UV, such as UVlayout.
5. Baking of textures
This step is the production of normal map and AO map, simply put, this step is to give the concave and convex details on the high poly to the low poly in the form of a map, so that the low poly can show the concave and convex details and ambient light details of the high poly, and the baking of the map can be done with the baking tools that come with the 3D software, or you can use professional baking software.
6. Draw stickers
Here is to render the split UV panel, go back to PS to draw texture details, generally we mainly draw the background color plus some special textures, and finally superimpose AO maps to complete the texture painting.
The above is the relevant introduction to the daily work of game modelers, I hope it can be helpful to everyone, if you want to engage in the game modeling industry, you need to start from the basics, and constantly improve yourself, I wish you success!
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Among the training institutions in the field of "3D modeling", [Wang's Education] is the leader in China, and it does not join the branches, but is a chain campus directly operated by the headquarters. Different from many other large institutions of the same type: each campus of Wang's Education is physically face-to-face, the teachers are hand-in-hand, and there are special class teachers from morning to night, and the liver-bursting learning mode will improve quickly, especially suitable for students with poor foundation.
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First, learning 3D modeling requires a foundation of art, but it does not mean that you need a foundation of art now
Many friends want to learn 3D modeling, but unfortunately, insiders always tell them that learning 3D modeling requires an art foundation, do you have it? Then many friends who don't have a foundation in art hang their heads and don't learn anymore. In fact, this is a completely wrong understanding, learning art has nothing to do with age, many people's wrong perception is that art is learned by children, in fact, it is completely wrong, adults can also learn art, and it is better than children to learn, learning art, it doesn't take much time, you don't need to go to ten or eight years to practice, learn some basic key things, and then in the process of slow operation, familiar with it.
And 3D modeling has a certain relationship with the foundation of art, but the relationship is not too big, so you won't be okay now, you can learn 3D modeling while practicing your art knowledge, just learn a little. I have a lot of friends who used to learn this way, and now they are department heads in many game companies. Five words floated in the sky:
None of this is a problem.
Second: there is no 3D modeling that you can't learn well, only people who can't learn it
Some people say that 3D modeling is a bit difficult, but I want to say, what is easy? Simple things are done for ordinary people, and they are some things that have no future, if you want to do it, you can also, but we all want to learn 3D modeling, are young people, young means unlimited future and hope, we just want to open the way in the mountains, build bridges in the water, don't stay on the difficult problem, what is not easy, put your mind on how to learn 3D modeling, this is a promising person should consider the problem. Remember that there is no 3D modeling that you can't learn well, only people who can't.
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1. True love loves games, has a sense of realism that is obsessed with the film and television level in the game, and wants to create a virtual world of his own by himself. I'd love to dress my game heroes in the gear they made themselves. I really want to design and make a costume for my favorite app character, ** also need to re-strengthen, and the buildings in the game should also be designed and made by myself.
2. Self-learning abilityThere are a lot of software that the next generation needs to learn, take the production process of the next generation as an example: 3D Max construction of medium mode, Zbrush engraving high mode, Maya topology low poly, Mayauv splitting, toolbag or SP baking texture, SP painting material, eight monkey rendering. And that's just a few of the main ones, but there are also some smaller ones and plugins. There is also the basic ability of art, which requires you to practice constantly and have a lifelong learning attitude, because the basic ability of art determines the upper limit of your next-generation production.
3. Perseverance, patience, and concentrationIn the project of a game outsourcing company, a next-generation role, the standard working time is basically 18-20 working days. In this time, you have to split from low poly, high poly, topology, UV splitting, baking textures, material mapping, rendering, which is really complex.
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Digital ** Major or Anime Game Major. The game and animation major is a technology that relies on digital technology, network technology and information technology to transform and innovate from form to content, covering graphic images, animation, sound effects, and other technical and art design disciplines, which is the integration and sublimation of technology and art. The main courses of the game animation major include design composition, sketching (sketching), Maya animation production, film and television post-compositing, film and television post-editing, animation movement rules, animation script creation, film and television choreography and directing, and structure.
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Game modeling refers to the scenes, characters, and props in the game that are made into objects designed according to scale, and is an animated architectural model of the scene created by the designer for the game.
In the game, there are various types of models, including architectural models, scene models, animation models, character models, and prop models used by characters. After all, the production of game models must be applied to the game engine, and only in the game can the texture of the model and people's imagination be reflected. In the game, the scene prop model is the most, and the resources occupied are also the most, just like a knife that is usually seen, the designer has to carefully adjust and polish it through many aspects in order to make it look cool in the game.
Game art production has also ushered in a new production concept, such as ZBrush, Mudbox, UE4, Unity, CryEngine and other software have freed our hands and brains, so that we no longer need to rely on the mouse and parameters to model.
The whole network recruits novices to learn for free and test whether you are qualified.
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