链接: http://pan.baidu.com/s/1kVJMnyR 密码: 8b88
Duration 1h 40m Project Files Included MP4
Title: 3DMotive-MechanicalAssetsin3dsMaxVolume 1
Info:
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.
持续时间1 小时40 m项目文件包括的MP4
标题︰3DMotive— —机械资产在3dsmax中最大容量1
信息︰
在本课程中我们将看如何创建一个3d的资产从开始到结束。我们将着眼打造一项资产,专注于为游戏通过使用正确的纹理和优化技巧。我们将对如何创建适当的高聚和低聚在3dsmax然后在uv如何解开我们低聚和准备我们现场烘焙我们正常和AO贴图。我们会将导出3dsmax干的一切,我们将开始烘烤我们使用xnormal的纹理映射。我们将复习中xnormal的最佳设置,尽量减少烘烤的任何错误和很少的错误,离开我们将复习如何解决那些用手。一旦我们所有的纹理都烤好后我们将开始通过设置我们在物质画家的场景,我们将开始贴图我们的模型。在物质画家我们将复习如何使用材料、填充图层、发电机和其他技术来创建我们的资产的最终纹理。然后我们将走进狨猴Toolbag在那里我们将使我们最终的模型和创建的漂亮美女照片。 |
本站首发,永久链接: https://www.yipinsucai.com/thread-105937-1-1.html
|