影视动画视频教程
模块: |
建模 材质 贴图 渲染 综合流程 |
软件: |
3ds Max Substance Painter |
讲解: |
英文+无字幕 |
播放时长: |
1小时40分钟 |
版权: |
本资源来自互联网,涉及版权请联系管理员删除 |
下载链接: |
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3ds Max机械手臂模型制作流程视频教程 Vol 1 - Mechanical Asset In 3ds Max Volume 1 - 3DMotive
3ds Max机械手臂模型制作流程视频教程 Vol 2 - Mechanical Asset in 3ds Max Volume 2 - 3DMotive
3ds Max机械手臂模型制作流程视频教程 Vol 3 - Mechanical Asset in 3ds Max Volume 3 - 3DMotive
在本课程中,我们将介绍如何从建模到贴图创建机械手臂模型。我们将专注于通过使用正确的纹理和优化技术创造一个专注于游戏的资产。我们将讨论如何在3ds max中创建适当的高多边形和低多边形,然后讨论如何uv解开我们的低多边形,并准备我们的场景用于烘焙我们的正常和AO地图。然后我们将导出3ds max中的所有内容,我们将使用xnormal烘焙我们的纹理贴图。我们将讨论xnormal中的最佳设置,以最大程度地减少任何烘焙错误,对于剩下的很少的错误,我们将在如何手工解决这些错误。一旦我们的所有纹理烘焙,我们将开始设置我们的物质画家的场景,我们将开始纹理我们的模型。在物质画家,我们将讨论如何使用材料,填充层,发电机和其他技术来创建我们的资产的最终纹理。然后我们将进入Marmoset工具包,我们将渲染我们的最终模型,并创建一个漂亮的美丽镜头。
In this course we will be looking on how to create a 3d asset from start to finish. We will be focusing on creating a asset that is focused on being for games by using the correct texture and optimization techniques. We will be going over on how to create a proper high poly and low poly in 3ds max and then on how to uv unwrap our low poly and prepare our scene for baking our normal and AO map. We will then export everything out of 3ds max and we will start by baking our texture maps using xnormal. We will go over the best settings in xnormal to minimize any baking errors and for the very few errors that are left we will go over on how to solve those by hand. Once all our textures are baked we will start by setting up our scene in substance painter and we will start texturing our model. In substance painter we will go over on how to use materials, fill layers, generators and other techniques to create the final texture for our asset. We will then go into Marmoset Toolbag where we will render our final model and create a nice beauty shot of it.
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