由好莱坞资深艺术家Henning Sanden主讲的50小时AAA游戏生物制作大师课,涵盖ZBrush雕刻、拓扑、UV、Marmoset烘焙、Substance 3D Painter贴图及虚幻引擎5实时渲染,全程无删减并附完整工程文件。

原始标题:FlippedNormals – Creating Creatures for Games

FlippedNormals – Creating Creatures for Games

这是一套由拥有超过 15 年好莱坞大片(如《异形》、《环太平洋》、《加勒比海盗》等)制作经验的行业老兵 Henning Sanden 倾力打造的 AAA 级游戏生物角色全流程大师课。

这套教程的总时长达到了惊人的 50 小时 30 分钟,文件大小为 80.5 GB,提供 1080P 全高清视频以及全英文独立配音。

  • 全实时、无删减、纯手把手教学: 教程没有任何快进、跳过或加速。你将看到艺术家最真实的创作思考、排错过程和技术攻坚。
  • 附带完整源文件: 每一个章节都包含对应的工程源文件,你既可以从头学到尾,也可以随时跳到任何一个流程阶段进行练习。
  • 注重方法论与解决问题的能力: 课程不仅教你“怎么点按按钮”,更侧重于讲解“为什么要这样做”,帮你建立起一套标准、高效且可复用的工业级工作流。
  • ZBrush 生物雕刻: 从零开始进行生物形态与肌肉结构的雕刻。
  • 拓扑与优化: 制作符合游戏要求的低模拓扑(Retopology),进行多边形优化。
  • UV 映射与 UDIM 工作流: 高级 UV 划分与多象限(UDIM)纹理规划。
  • Marmoset Toolbag 烘焙: 行业标准的法线、环境光遮蔽(AO)等贴图烘焙技术。
  • Substance 3D Painter 皮肤与硬表面: 生物皮肤纹理细节、颜色变化以及硬表面道具的材质绘制。
  • Unreal Engine 5 最终呈现: 在虚幻引擎 5 中搭建真实感实时阴影、灯光,并编写生物高级材质。

Henning Sanden | Duration: 50:30 h | Video: AV01 1920×1080 | Audio: 0x704f 48 kHz 2ch | Size: 80,5 GB | Language: English

We’ll cover the whole AAA creature pipeline together. You’ll go from the first concept sculpt to game-ready retopology, baking in Marmoset Toolbag, texturing in Substance 3D Painter, and final shading and lighting in Unreal Engine 5.

Every single stage is shown in real time and fully narrated. There are no time-lapses and no skipped steps. You’ll see the actual artistic choices, problem-solving, and technical steps behind the whole project. Source files are included for every chapter, so you can follow along from beginning to end or jump in at any point in the pipeline.

Learn a structured and efficient way to create complete creatures for real-time AAA games. We’ll explain the thinking behind each stage, so you understand why certain choices are made—not just which buttons to press. You’ll develop the workflow, problem-solving skills, and discipline needed to push through complex productions without cutting corners, giving you a reliable process you can use for future creatures, characters, and portfolio pieces.

This masterclass is taught by Henning Sanden who is a character and creature veteran with more than 15 years of experience. He has spent over a decade creating creatures for Hollywood blockbusters such as Alien, Pacific Rim, Pirates of the Caribbean, and many more. Now, it’s time to teach you how to bring these creatures to life for games.

We’ve spent more than a year developing this masterclass to make it the absolute best you can get on the market. We’ve put our heart and soul into this course and hope you’ll join us into the world of AAA creatures.

Topics Covered: Creature sculpting, retopology, low-poly creation, topology optimization, UV mapping, UDIM workflows, baking, texture painting, hard-surface prop creation, real-time shading, and lighting in Unreal Engine 5.

• A structured way to create full creatures for real-time AAA games
• Sculpt a creature from scratch in ZBrush
• Retopologize using an industry standard method
• Create a clean UV layout built for texture painting and map baking
• Organize the UVs across multiple UDIM tiles
• Baking normal maps and mesh maps in Marmoset Toolbag
• Texture a creature from scratch in Substance 3D Painter
• Build manacles using a complete hard-surface pipeline
• Bring the creature, props, and textures together in Unreal Engine 5 to create your final real-time scene

By the end of the course, you’ll know how to take a creature from a blank scene all the way to a polished, AAA studio-ready portfolio piece.

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