《3Dsmax2012防弹盾建模制作高级教程》CGTuts+ Ballistic Shield 3d Studio Max 2012

学习教程 最新资源《3Dsmax2012防弹盾建模制作高级教程》CGTuts+ Ballistic Shield 3d Studio Max 2012已关闭评论1,206

 

中文名称: 3Dsmax2012防弹盾建模制作高级教程
外文名称: CGTuts+ Ballistic Shield 3d Studio Max 2012
资源分类: 教程 Max2012 3Dsmax 建模制作
文件大小: 1.05 GB
资源格式: mp4

 

《3Dsmax2012防弹盾建模制作高级教程》CGTuts+ Ballistic Shield 3d Studio Max 2012-图片1

本教程是由CGTuts+机构出品的3Dsmax2012防弹盾建模制作高级教程。

3D Studio Max,常简称为3ds Max或MAX,是Autodesk公司开发的基于PC系统的三维动画渲染和制作软件。其前身是基于DOS操作系统的3D Studio系列软件,最新版本是2012。在Windows NT出现以前,工业级的CG制作被SGI图形工作站所垄断。3D Studio Max + Windows NT组合的出现一下子降低了CG制作的门槛,首选开始运用在电脑游戏中的动画制作,后更进一步开始参与影视片的特效制作,例如X战警II,最后的武士等。

CGTuts+ Ballistic Shield 3d Studio Max 2012
Genre: elearning
Ballistic Shield: Day 1 – Modeling
In this tutorial we’ll Model, UVMap and Texture a high poly Ballistic Shield in 3d Studio Max 2012. Throughout the project we’ll make extensive use of many of Max’s built in modeling tools and modifiers to create the shield. Once we have the high-res model constructed, we’ll go through a manual optimization process to significantly reduce the poly count before moving onto uvmapping and texturing in Days 2 & 3.

Ballistic Shield: UVMapping With The Unwrap UVW Modifier In 3ds Max
Today in part 2 of the Ballistic Shield project we’ll use Max’s built in Unwrap UVW modifier to lay down mapping coordinates on our optimized model. We’ll mainly use a combination of the ‘Convert Edge Selection To Seams’ function and Pelt mapping to unwrap each and every piece of the model before organizing our UVs, and doing a final pack. Along the way we’ll speed things up by using some of the new UV tools offered in 3d Studio Max 2012.

Ballistic Shield: Texturing, Lighting & Rendering with 3ds Max, Photoshop and xNormal

In the third and final part of the Ballistic Shield tutorial. We’ll use the free program xNormal to bake out an ambient occlusion map, before moving into Photoshop to start working on our Diffuse, Bump, Opacity and
Specular maps. We’ll look at some simple ways to create convincing metal textures using a combination of both images and masking techniques. Once we have the Diffuse map finalized, we’ll use it to quickly create the remaining texture maps before heading back to 3D Studio Max to construct the shader and setup the final lighting for our scene.
《3Dsmax2012防弹盾建模制作高级教程》CGTuts+ Ballistic Shield 3d Studio Max 2012-图片2《3Dsmax2012防弹盾建模制作高级教程》CGTuts+ Ballistic Shield 3d Studio Max 2012-图片2《3Dsmax2012防弹盾建模制作高级教程》CGTuts+ Ballistic Shield 3d Studio Max 2012-图片2《3Dsmax2012防弹盾建模制作高级教程》CGTuts+ Ballistic Shield 3d Studio Max 2012-图片2《3Dsmax2012防弹盾建模制作高级教程》CGTuts+ Ballistic Shield 3d Studio Max 2012-图片2《3Dsmax2012防弹盾建模制作高级教程》CGTuts+ Ballistic Shield 3d Studio Max 2012-图片2《3Dsmax2012防弹盾建模制作高级教程》CGTuts+ Ballistic Shield 3d Studio Max 2012-图片2《3Dsmax2012防弹盾建模制作高级教程》CGTuts+ Ballistic Shield 3d Studio Max 2012-图片2《3Dsmax2012防弹盾建模制作高级教程》CGTuts+ Ballistic Shield 3d Studio Max 2012-图片2《3Dsmax2012防弹盾建模制作高级教程》CGTuts+ Ballistic Shield 3d Studio Max 2012-图片2《3Dsmax2012防弹盾建模制作高级教程》CGTuts+ Ballistic Shield 3d Studio Max 2012-图片2《3Dsmax2012防弹盾建模制作高级教程》CGTuts+ Ballistic Shield 3d Studio Max 2012-图片2

 

http://www.rr-sc.com/thread-47567-1-1.html

 

 

如有问题,请联系邮箱:rrscteam@qq.com