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内容介绍:
For an alien creature, there are an infinite variety of ways in which it could be textured and shaded. It is critical to explore this potential in a manner that allows for the process to be iterative, efficient, fast and usable as a start-point for later 3D texturing. To begin, we first discuss the advantages of a Normal/Displacement map workflow, exporting new maps from Zbrush and blocking out the Subsurface(SSS) shader in Maya. Render passes are then exported to Photoshop and a series of possible looks for the creature are developed. This process is quick, fun and allows you to fill a wall with directions in a day. It is through this type of exploration that the best solution for the project can be discovered.
官方地址:http://www.thegnomonworkshop.com ... lass/3dcreaturedev/
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