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UVMapping介绍 An Introduction To UVMapping In 3d Studio Max Using The Unwrap UVW Modifier
English | M4V | Include Project files | Video: AVC, 1280x720, 16:9, 29,970 frames/sec, 316 kbit/s | Audio: AAC, 48 kHz, 91.5 kbit/s, 2channels | 724 MB
Genre: Video Training
所以UVMapping......你恨,我恨它。但不幸的是,它是一个必要的步骤,在完成大部分的CG项目的过程中。在本教程中,我们将看看在3D Studio Max中使用“展开UVW”修改器创建乌布苏,讨论UV映射是什么,为什么它是必要的,某些方面接近它。
So UVMapping… you hate it, I hate it. But unfortunately it’s a necessary step in the process of completing most cg projects. In this tutorial we’ll look at creating uvs using the ‘Unwrap UVW’ modifier in 3D Studio Max, and discuss what uv mapping is, why it’s necessary and some ways to approach it.
在第一部分中,我们将看到在许多最大,如何以手动挑选接缝发现原始对象映射的几种方法,以及如何最大限度地减少纹理的拉伸和扭曲。在第二部分(即将推出),我们将采取什么我们这里学到和乌布苏放下一个完整的舞台上。我们来看看我们如何能够一起装在准备地图生成和纹理从多个对象的乌布苏。所有的一切,我希望本教程将帮助阐明一些光被认为是由很多初学者的一大绊脚石。
In the first part we’ll look at a few ways to map many of the primitive objects found in Max, how to manually pick seams, and how to minimize texture stretching and distortion. In the second part (coming soon), we’ll take what we’ve learned here and lay down uvs on a complete scene. We’ll look at how we can pack the uvs from multiple objects together in preparation for map generation and texturing. All in all I’m hoping this tutorial will help shed some light on what is considered a major stumbling block by many beginners.
在第二部分中,我们将我们在第一部分和UV贴图了解到整个场景在3D Studio Max2012年的使用展开UVW修改。我们来看看在某些方面接近高分辨率细分几何和方法,我们可以最大限度地减少纹理的拉伸和扭曲。
In the second part we’ll take what we learned in part one and uv map an entire scene using the Unwrap UVW modifier in 3d Studio Max 2012. We’ll look at some ways to approach high-res subdivided geometry, and ways we can minimize texture stretching and distortion.
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