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Creating Realistic Fabric & Clothing for Games

ZBrush教程 dsgsd 124浏览 0评论

MP4 | Video: H264 1920×1080 | Audio: AAC 44100Hz 2 Ch
Language: English | Duration: 2h 52m | Size: 24.9 GB

Clothing and how cloth materials are made are an unsung part of character art, though they are just as important as studying human anatomy. Erika Lochs is a principal character artist who uses her real-world experience making clothes, and her love of historical clothing, to enhance the quality of her game characters’ attire. In this 3-hour workshop, she shares her complete workflow for creating a realistic Viking tunic with a hood, going in-depth into the theory of cloth, fibers, how they are made and interact, and how they can be damaged.

You’ll learn the importance of having good references and see how good detail and storytelling will help you achieve the best results — without overcrowding your assets with alphas. Using professional techniques, Erika puts the theory into practice in Marvelous Designer, a software that, in her experience, gives the best results that are ready to take into ZBrush. From there, Erika demonstrates her ZBrush workflow for making adjustments to the assets and adding fine details, such as asymmetry, folds, and damage.

As a bonus, Erika shows her texturing and rendering workflow using Substance Painter and Marmoset 4 to complete this comprehensive workshop.

Project files provided with this workshop include Erika’s fabric samples, Marvelous Designer presets, gathered references, her Marvelous Designer file, and her ZBrush file and render setup details.

CHAPTER LIST
00. Preview
01. Introduction
02. Fabric & Pattern
03. Fibers
04. Fabric Samples & Marvelous Designer Presets
05. Reference Gathering
06. Blockout in Marvelous Designer
07. Refining Tunics in Marvelous Designer
08. Refining the Hood & Extras in Marvelous Designer
09. Final Prep in Marvelous Designer & Export
10. ZBrush Refinements
11. Texturing & Rendering


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