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本帖最后由 shubiaowoai 于 2017-12-13 05:26 编辑
在Roof Shader的Substance Designer教程中,我们将介绍如何使用3ds Max,Zbrush和实体设计器创建屋顶纹理。我们将首先在3ds Max中创建我们的低聚砖,之后我们将进入Zbrush并雕刻我们的瓷砖的一些变体,然后添加一些不错的损伤,然后优化它,以便我们可以将其导出回3ds Max。回到3ds Max中,我们将设置纹理,使其完美平铺,从而在大小,旋转和形状方面有很大的变化。我们也将做一切准备好烘焙,如分配不同的材料的彩色地图。一旦完成了这一切,我们将在Marmoset Toolbag 3中设置一个面包机场景,并使用他们的新面包烘烤我们所有的纹理贴图。当所有烘焙的地图看起来都不错的时候,我们将会进入Substance Designer,我们将开始创建我们最终的纹理贴图。我们首先用较小的细节改进法线贴图,然后创建最终的反照率,粗糙度和mattalic地图。我们将在整个纹理上进行最后的打磨,并在Marmoset Toolbag 3中渲染最终的纹理。
In Roof Shader in Substance Designer tutorial we will go over on how to create a roof texture using 3ds Max, Zbrush and substance designer. We will first create our low poly tiles in 3ds Max, after that we will go into Zbrush and sculpt a few variations of our tiles, before adding some nice damage and then optimizing it so that we can export it back to 3ds Max. Back in 3ds Max we will setup out texture so that it will tile perfectly and so that it has a lot of vatiation in size, rotation, and shape. We will also make everything ready for baking like assigning different materials for the color map. Once that is all done we will set up a baker scene in Marmoset Toolbag 3 and bake out all our texture maps in using their new baker. When all the baked maps look good we will then move into Substance Designer where we will start creating our final texture maps. We will first improve the normal map with smaller details and then create our final albedo, roughness, and mattalic map. We will wrap things up with a final polish over the entire texture and render the final texture in Marmoset Toolbag 3.
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