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Thư viện Tin Học » Thư viện 3D » Gnomon WorkShop | Creature Detailing for Production - Model Refining and UV Mapping with Laurent Pierlot | ISO
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Gnomon WorkShop | Creature Detailing for Production - Model Refining and UV Mapping with Laurent Pierlot | ISO

Người đăng: caonguyen ngày 20-05-2009, 22:52
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In this DVD, Laurent shares his techniques for detailing and refining the model he started in "Creature Modeling for Production". Using 3ds Max, Deep UV and ZBrush, Laurent demonstrates the pipeline he uses every day at Blur Studio to add final details to a high-poly model based on a Carlos Huante design. He discusses how to achieve clean UVs with Deep UV, and how he adjusts volume proportions in ZBrush. He also shows how to create alpha maps in Photoshop® and use them in ZBrush to easily add surface details such as veins, bumps and other skin textures. Finally, Laurent shows how to export normal maps from ZBrush using the ZMapper plug-in and how to use the normal maps and cavity maps in Max for a sample render with Brazil.
Dovnload: ISO size 3.01 GB | RS & DF

Laurent Pierlot | Blur Studios

Laurent Pierlot is an alumnus of ESAAT in Roubaix, France and Supinfocom in Valenciennes. After finishing his student movie Baecktopur, which combined live footage mixed with 3D characters, he began working at SPARX in Vietnam as a modeling and lighting artist. He then worked at Attitude Studio in Paris for one year before joining Blur Studio in California as a character modeler and CG supervisor. At Blur, Laurent has worked on lighting, rendering and compositing on a number of projects including the game cinematics for BloodRayne 2, Area-51, The Punisher, Hellgate, Rise of Legends, Fantastic 4 and X-Men Legends.

Topics Covered:

Preparing the Mesh to Unfold the UVs
Using Planar Projections and Deep UV
Adjusting Shapes in ZBrush
Painting Final Details Using Alpha Maps in ZBrush's Projection Master
Creating Custom Alpha Maps
Exporting Normal and Cavity Maps with ZMapper

Chapters:

Cutting the Mesh and Unfolding UVs
Reshaping and Refining Volumes in ZBrush
Adding Final Details in ZBrush
More Detailing, Creating Custom Alphas
Exporting the Maps/Rendering a Sample Still


'Gnomon
'Gnomon
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'Gnomon
'Gnomon
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'Gnomon

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