3D modeling learning is too difficult? Seniors in the industry give you some advice!

Three-dimensional modeling learning mainly has two parts, one is role modeling, and the other is scene (environment) modeling. Character modeling is mainly to make a single character (character, beast, monster, mecha), a character (including clothing) needs to be realistically built and the wiring is reasonable in line with industry standards; the latter is mainly used for scene environment (terrain, vegetation, Architecture, etc.), not only requires you to complete the modeling of props in various scenes, but also requires you to combine these props to form a complete, complex and reasonable scene environment.
The main tool for scene modeling is Maya. Zbrush can be used to quickly generate high-poly algorithm line maps, but not every prop model will do this, which will be exhausting. There are a lot of auxiliary tools. After all, everything can appear in the scene environment. Which tool is used for the normal operation, such as using SpeedTree as a tree, creating a Mel script to automatically generate stones, etc., more practices in the industry It is to re-use models from the accumulated model library in the past, speed is the first priority.
The current main tool for character modeling is Zbrush, which is used for sculpting high models. The auxiliary tools are mainly Substance Painter for baking and making texture materials and marvelous designer for clothes. The reconstruction of the topology is now mostly done in Maya, and finally Most of the models are used in Maya (industrial, not personal).
For character learning, go directly to Zbrush, and don’t read all the tutorials on character creation in Maya (except for cartoon low poly style characters). In Zbrush, you can directly learn the Dynamesh method of sculpting or Sculptris Pro method of sculpting, that is, there is no need for multi-level subdivision and no need to consider the topological structure, simply imitating the traditional sculpture method. The difficulty of character modeling is not how to use Zbrush (although Zbrush is not very friendly to get started), but anatomy. Honestly read a few anatomy books to understand what bones and muscles are in the human body, how they grow, and how they are combined. Honestly, start carving from the bones in Zbrush. After carving the bones and coding the muscles, the muscles will be laid on the skin. This process is more painful, but you have to engage in character modeling, this is a necessary process, you don’t understand anatomy, and how the character is carved is wrong.
For personal learning or hobbies, it is better to start with cartoon low poly style scene modeling. There is no problem with C4D or Maya. I personally recommend Maya, because if you want to go back to 3D animation instead of post packaging, Maya is more comprehensive , Although Maya was not very friendly when I started. Practicing with this style of model, let yourself gradually get used to the various operations of polygon modeling, and slowly know how to wire, how to choose model details, how to grasp the overall/partial ratio and so on. Don't rush to engage in those realistic things, it will hit you.
Recommend a "ZBrush Digital Sculpture: Analysis of Human Body Structure", an older book, but it will take you through the entire sculpting process from bones to muscles to skin. Of course, this book is not necessary, you can also find suitable reference materials through the Internet (such as oil pipe). (Moreover, this book seems to be more expensive, which is not worth it.)
There is a channel called FlippedNormals on the tubing. I recommend it to vomit blood. The two big talkers in the industry talk about dry goods.
If Zbrush is too difficult, Sculptris can also be used as an introductory digital sculpture or Blender 2.8 sculpting module, but after learning these introductory, you will eventually return to Zbrush's embrace. It's better to get it right in one step.
To sum up, choose Maya+Zbrush for entry, and Substance Painter after advanced. After advanced, choose the character or environment according to your own situation for in-depth study.

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Origin blog.csdn.net/weixin_51410291/article/details/109357812