What is the PBR game model process for next-generation game modeling learning?

The main production processes of game models currently on the market are: traditional hand-drawn model production, next-generation and next-generation PBR production. The characteristic of the hand-painted model is that all colors, light and shadow relationships and material expression are all realized by hand-painting. The next-generation model is based on physical rendering technology. The iconic normal map is that compared to the previous generation of games, which used a large number of hand-drawn textures, the next-generation is more concerned with using real photo materials to draw. This makes the picture of the game have better light and shadow effects and a more realistic picture. Compared with the next-generation technology, the next-generation PBR uses two textures of gloss and metallicity to separately define the attributes of the item and the gloss of the surface. This allows players to have a clearer material difference and eliminates other technologies such as metal and cloth in the past. The material boundary is not clear about the oily feeling all over the body, but the brain can replenish the oily feeling all over the body.

Next-generation effect reference

Reference for next-generation PBR:

Production flow chart:

Traditional hand-drawn model production process:

3Dmax: In terms of application range, it is widely used in advertising, film and television, industrial design, architectural design, three-dimensional animation, multimedia production, games, and engineering visualization. To make a low poly model, the model is mainly composed of the number of faces. The high, medium and low model depends on the number of faces. The low model of the character is generally around 2,000 to 35,000, and the highest is around 10,000 (collapse 3). The number of faces is mainly four sides. Faces and triangular faces can be used reasonably.

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bodypainter_

3d (C4D):

 

 

UV: "UV" can be understood as the "skin" of a three-dimensional model. The textures of all models are drawn on the model after splitting the UV. This is what we often call UV mapping. The UV sizes of traditional hand-painted textures generally use 256 and 1024 textures, and the next-generation models generally use 1024 or 2048 textures because of more resources. Commonly used split UV software are:

3DMAX,MAYA,Unfold3D

Software icon:

Next-generation process production: the common next-generation character project process is low-mode-medium-high-mode or medium-high-mode

Zbrush software:

Production renderings:

Common next-generation models are generally divided into different project styles: realistic, semi-realistic, cartoon, hand-made style, etc. And the cloth or clothes in our model can generally be realized through ZB's high-model carving or cloth calculation software. The software is Marvelous Designer. But MD is more suitable for realistic or semi-realistic projects, because the folds of the fabric calculated by MD are more real and there will be some other random textures that are not suitable for cartoon style and hand-made style. These folds are quite simple and regular. project

MD software:

Cartoon style or hand-made style fold reference:

 

Realistic fold reference:

TopoGun: High-modulus extension to low-modulus (because the resources that a game can carry are limited, and there will be different needs according to different projects, but also to take into account that most of the devices on the market can run smoothly and require up to several million Or adjust the model with tens of millions of faces to a reasonable range)

Low-mode + UV renderings:

Baking: mainly use xnormal, eight monkeys. The function of baking is to project the details of the high poly model onto the topological low poly model so as to use a model with more than 10,000 faces or several thousand faces to reflect the details of the high poly model with millions of faces.

Eight Monkey Software:

Xnormal software:

The effect of normal map in Eight Monkeys:

Main texture map production: (color map, normal map, rough map, attribute map)

The role of rendering is to view the effect after the model is completed, commonly used software Marmoset Toolbag (eight monkeys)

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Origin blog.csdn.net/shooopw/article/details/108641315