UE美工工作流程简介.ppt

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UE美工工作流程简介.ppt

* With the demand for a higher quality and quantity of models for next-gen game titles the productivity of 3d modelers has never been more important. There are many different ways to generate final normal maps for low poly models and knowing when to use certain techniques to achieve the best possible results while still adhering to an aggressive production schedule is essential. 随着次世代游戏对高品质模型的大量需求,3d模型的制作显得越来越重要。为低分辨率模制作法线贴图有很多的办法,但是当你面对非常紧迫的制作需求时,了解并且运用适当的技术手段来得到最佳的结果是最首要的! * As a modeler it’s easy to get sucked into thinking of your high poly mesh as a work of art unto itself and therefore spend an inordinate amount of time modeling in fine details and creating every component as a physical mesh. Unfortunately, a lot of that work can be wasted once the normal map is generated at the target resolution. Modelers also have to factor in how it’s going to be textured and lit in game, either accentuating or reducing the detail on certain parts of the model. Being a productive modeler for next-gen games takes a lot of thinking on your feet utilizing many different techniques – while always focusing on the main goal of making sure it looks good in engine. 作为一个模型师,很容易把高模当作艺术品来制作,导致投入大量的时间来建造每个小细节并尽量按照物体的真实属性来还原。不幸的是,一旦是以创建normal map为目标的话,你会发现很多还原真实细节的工作实际上是在浪费时间。 模型师也必须关注高模是怎样转化成贴图,进入到游戏内的表现如何,再根据最终效果在模型上适当地部分来加强或减弱效果。 作为一个高效的次世代游戏美工需要自己来思考,怎样利用多种不同的技术使你的模型在engine中看上去很棒。 * Just as texture artists acquire libraries of photo assets and reference, today’s 3d modeler must acquire/build libraries of meshes, 3d textures, alpha brushes, etc. to utilize in their every day work. Constantly searching out new scripts, tools, interface shortcuts, etc. also helps to keep your productivity consistently improving and your virtual tool belt growing. With the increasing workload and higher demand for movie quality assets it’s key to use every tool and technique at your disposal to keep ahead of your deadlines. Your success is dependent on continually learning, experimenting and testing n

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