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2020-11-30
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븦 ׷ ϴ ִ. ٷ ִ 3ds Max, Photoshop, ZBrush , 3ds Max ZBrush 𵨸 İ, Texture , 𸮾 4 ׸ ϰ ٹ̴ ؼ ϴ ϰ ִ. å η(Appendix) Texture Ͻ ̳(Substance Designer) ȰϿ  Ͽ Ȱϴ ԵǾִ. ׸ ظ ؼ ʰ Ǯ ߴ. ʺڿ ǹڱ ִ ڸ ۾ , ǹ ް Ǹ ϸ鼭 Ͽ찡 å ϵǾ ִ. 3ʹ η CD ְ ()ȴ(www.cyber.co.kr) ڷ- ڷǿ ٿε ֵ ߴ.

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2005 IMC Games Granado Espada(׶󳪵Ĵ) 3D , 2009 WEBZEN C9 3D (, ), 2011 NCsoft Blade &Soul(̵& ҿ) 3D Ͽ, 2012 ZBrush 3ds Max ̿ 3D ׷ ۳Ʈ, 2014 the GAME GRAPHICS 3D Technical Art Substance Painter Section ⰣϿ. ӱ׷ ͳݰ CGENTRY(Ʈ) ǥ̴.

<b>Part 1 μ</b></br>Chapter 01 Ÿ μ</br>STEP 01 μ</br>01 ZBrush ʴ </br>02 ZBrush ϴ </br>03 </br>STEP 02 𵨸</br>STEP 03 UV ؽó</br>STEP 04 </br></br>Chapter 02 Ÿ μ</br>STEP 01 μ</br>01 μ </br>02 </br>STEP 02 𵨸</br>01 ZBrush </br>02 3ds Max ϵ弭̽ 𵨸 </br>03 𵨸 </br>STEP 03 UV ؽó</br>01 UV </br>02 Texture </br>03 Shader ǥ</br>STEP 04 </br>01 3dsmax </br>02 </br></br><b>Part 2 </b></br>Chapter 01 3ds Max </br>STEP 01 Bevel Profile ̿ Ʋ </br>01 âƲ </br>02 </br>03 </br>STEP 02 Lath ̿ 𵨸</br>STEP 03 Line Loft ̿ Ʈ ġ</br>STEP 04 Path Deform ̿ </br>STEP 05 ShapeMerge ո 𵨸ϱ</br>01 ո 𵨸ϱ</br>02 TurboSmooth </br>03 Crease </br>STEP 06 Cloth õ 𵨸ϱ</br>01 Cloth Modifier Ȱ</br>02 õ ǥ</br></br>Chapter 02 ZBrush</br>STEP 01 Panel Loop Ȱ</br>01 Pannel Loop</br>02 ǥ</br>STEP 02 ZBrush Material Baking </br>STEP 03 Insert Brush Ȱ 𵨸 ũ</br>STEP 04 ZRemesher Ȱ</br>STEP 05 PeaksAndValleys Surface Ȱ ǥ</br>01 PeaksAndValleys Surface Ȱ</br>02 Noise Plug Ȱ</br>STEP 06 Spotlight Texture </br>01 Spotlight </br>02 UV Texture </br>03 ZBrush AO </br></br>Chapter 03 Photoshop </br>STEP 01 NormalMap Flatȭ</br>STEP 02 Normal nDo ̿ ؽó </br>STEP 03 Perppet Warp Ȱ</br>STEP 04 Layer Style ̿ Texture Blending</br>STEP 05 AO ̿ Texture Blending </br>STEP 06 Contents Aware Tile Seam </br></br><b>Part 3 (𵨸)</b></br>Chapter 01 ϱ</br>STEP 01 ü ϱ</br>STEP 02 ϱ</br>STEP 03 Ա κ ϱ</br>STEP 04 ޺κ ϱ</br>STEP 05 Ϸϱ </br></br>Chapter 02 ϱ</br>STEP 01 3ds Max Base ϱ</br>STEP 02 ȭ ۾ϱ</br>STEP 03 ZBrush ǥϱ</br>STEP 04 InsertMeshBrush ȰϿ ġϱ</br></br>Chapter 03 ߾ ๰ ϱ</br>STEP 01 ߾ ๰ ⺻ Base </br>STEP 02 ǥ غ ۾</br>01 غ Alpha </br>02 UV </br>03 ZBrush Exportϱ</br>STEP 03 Alpha ǥϱ</br>STEP 04 ZBrush ۾_ϴ</br>01 κ</br>02 ߾ κ </br>03 ϴ κ</br>STEP 05 ZBrush ۾_</br>01 ZBrush Ȱ ۾</br>02 Pannel Loops ǥ</br>03 ġ۾ </br></br>Chapter 04 ϱ</br>STEP 01 ⺻ ϱ</br>STEP 02 ϱ</br>STEP 03 Ӹ Ʋ ϱ</br>STEP 04 ϱ(InsertMeshBrush 뵵)</br>STEP 05 ǥ( ġ Ϸ) </br>01 </br>02 Shadow Box ۰ ġ</br>03 Ӹ κ </br></br>Chapter 05 Ÿϸ ϱ()</br>STEP 01 Sample ϱ </br>STEP 02 2.5D Sample ġϱ</br>STEP 03 ̼ ϱ</br>STEP 04 ؽó ϱ</br>STEP 05 Alpha Ȱ 3D ȯ</br></br>Chapter 06 ٸ ϱ(Ÿϸ )</br>STEP 01 ٸ 𵨸ϱ(3ds Max)</br>STEP 02 UV ϱ</br>STEP 03 UV ̽ 𵨸</br>STEP 04 ǥ 1 - κ</br>STEP 05 ǥ 2 - κ</br>STEP 06 ؽó ϱ</br></br>Chapter 07 ϱ</br>STEP 01 ZBrush </br>STEP 02 ġϱ</br>01 MassFX ġ ۾</br>02 ZBrush ǥ</br>STEP 03 Noise ϱ</br>STEP 04 ο </br></br>Chapter 08 ΰ ִ </br>STEP 01 SpeedTree ⺻ 𵨸ϱ</br>01 Tree ⺻ </br>02 Branches </br>03 Fronds </br>04 Leaf Mesh Ȱ </br>STEP 02 Material ϱ</br>STEP 03 ȭ 3ds Max </br>STEP 04 ZBrush  ǥϱ</br>STEP 05 ZBrush ϱ</br>STEP 06 3ds Max ѱ</br></br><b>Part 4 : ؽó</b></br>Chapter 01 ο UV ϱ</br>STEP 01 Decimation ο </br>01 ο غ</br>02 Decimation Master Ȱ</br>STEP 02 3ds Max Topology ο ϱ</br>STEP 03 UV ϱ</br></br>Chapter 02 Normal, Ambient Occlusion ϱ</br>STEP 01 Cage </br>STEP 02 Normal Map ()</br>STEP 03 Normal Map () </br>STEP 04 Ambient Occlusion </br>STEP 05 Knald Ȱ AO </br></br>Chapter 03 Texture ϱ</br>STEP 01 BaseMap </br>STEP 02 ⺻ ռ</br>STEP 03 ݼ BaseMap </br>STEP 04 ̳ ǥ</br></br><b>Part 5 : 𸮾 4</b></br>Chapter 01 𸮾 4 ⺻</br>STEP 01 Ʈ ⺻ </br>01 Ʈ </br>02 ȭ </br>03 </br>04 Ű </br>05 Layout </br>STEP 02 ⺻ View </br>01 ī޶ </br>02 Ʈ(Assets) ̵, ȸ, ũ </br>03 Asset Hide/Unhide</br>04 View Mode</br>STEP 03 Ʈ 浹(Collision) óϱ</br>01 3ds Max Collision </br>02 3ds Max Collision </br>03 ڵ Collision </br>STEP 04 𸮾 4 Importϱ</br>01 Ʈ Import </br>02 ؽó Import</br></br>Chapter 02 Material _Parent Material</br>STEP 01 Ǵ Material Input Type</br>01 Base Color</br>02 Metallic</br>03 Specular </br>04 Roughness </br>05 Emissive Color </br>06 Normal </br>07 ⺻ Texture Sample ̿ </br>STEP 02 Base Color </br>STEP 03 Specular </br>STEP 04 Roughness, Metallic </br>01 Roughness</br>02 Metallic</br>STEP 05 Emissive </br>STEP 06 Normal </br>01 NormalMap </br>02 DetailNormal </br></br>Chapter 03 Material _Instance Material </br>STEP 01 Parameters ϱ</br>STEP 02 Instance Material ϱ</br></br>Chapter 04 _Landscape</br>STEP 01 Landscape Material </br>01 Base Color</br>02 Normal </br>03 Specular </br>04 Roughness </br>STEP 02 Landscape </br>01 Landscape </br>02 Landscape - Selection Tool</br>03 Landscape - New Landscape Tool </br>04 Landscape - Add Tool</br>05 Landscape - Delete Tool</br>06 Landscape - Edit Splines Tool </br>STEP 03 Texture ϰ </br>STEP 04 Paint Tool Ȱ </br>01 Sculpt Tool</br>02 Smooth Tool</br>03 Flatten Tool </br>04 Ramp Tool</br>05 Erosion Tool</br>06 HydroErosion Tool</br>07 Noise Tool</br>08 Visibility Tool</br>09 Selection, Copy/Paste Tool </br></br>Chapter 05 ȯ </br>STEP 01 </br>STEP 02 Static Mesh </br>STEP 03 Foliage Ȱ Grass ġ</br>STEP 04 PostProcess, Lightmass, Reflection ġ</br>01 PostProcessVolume</br>02 Reflection Capture</br>03 Lightmass Importance Volume </br>STEP 05 PostProcess Volume </br>01 Film</br>02 Scene Color</br>03 Bloom</br>04 Ambient Cubemap</br>05 Auto Exposure</br>06 Lens Flare</br>07 Ambient Occlusion</br>08 Depth Of Field</br>09 Screen Space Reflections</br>10 Global Illumination</br>STEP 06 Light Ư </br>01 Directional Light(¾籤) </br>02 Directional Light(¾籤) - Light Shafts</br>03 Directional Light(¾籤) - Lightmass</br>04 Point Light</br>05 Spot Light</br>06 Sky Light</br>STEP 07 Light Build()</br>01 LightMap </br>02 Light Build</br></br><b>Appendix Substance Designer Ȱ</b></br>Chapter 01 Substance Designer </br>STEP 01 Substance Designer Ư¡</br>01 Rendering</br>02 Dynamic Texture</br>03 پ Weathering Effect, Blending Mode</br>04 Procedural Texture </br>05 پ ȣȯ(뼺)</br>STEP 02 ȭ ⺻ </br>01 Substance Designer ȭ </br>02 Node ġ /Unlink/Copy</br>03 (Move(Tracking)/Rotate/Zoom)</br>STEP 03 ϴ </br>01 Uniform Color/Blend </br>02 Levels</br>03 Blur </br>04 Conversion Grayscale</br>05 Normal</br>06 HSL(Hue/Saturation/Lightness) </br>07 Gradient Map</br>08 Input </br>09 Transformation 2D</br>10 Output </br>11 Comment</br>12 Add Frame</br>STEP 04 ϴ Filter</br>01 Add </br>02 Normal to Height/Ambient Occlusion </br>03 Blur HQ </br>04 Contrast/Luminosity </br>05 Curvature </br>06 Highpass</br>07 Invert Grayscale</br>08 Multiply</br>09 RGBA Split</br></br>Chapter 02 ҽ Texture Baking</br>STEP 01 ҽ </br>STEP 02 Texture Baking</br>01 Normal Map Baking</br>02 Ambient Occlusion Baking</br></br>Chapter 03 Texture </br>STEP 01 Diffuse </br>01 Type ⺻ </br>02 Blend ⺻ Ȱ</br>03 ̳ ǥ</br>04 ݼ ռ Ambient Occlusion </br>STEP 02 Normal </br>STEP 03 Roughness </br>01 Diffuse Ȱ Roughness ǥ</br>02 Anisotropic Metal Edge Wear Roughness ǥ</br>STEP 04 Metallic </br>STEP 05 ۼ Texture </br></br>Chapter 04 Engine ϱ</br>STEP 01 ׸ Parameterȭϱ</br>01 Parameter </br>02 Input </br>03 Publishing</br>STEP 02 Unreal Engine 4 ϱ</br>STEP 03 UnityEngine ϱ

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