3DMotive – Mechanical Assets in 3ds Max Volume 1 机械资产
持续时间1小时40分钟项目文件包括MP4
标题:3DMotive - 3ds Max第1卷中的机械资产
信息:
在本课程中,我们将介绍如何从头到尾创建3d资产。我们将通过使用正确的纹理和优化技术,专注于创建一个专注于游戏的资产。我们将讨论如何在3ds max中创建一个合适的高多边形和低多边形,然后讨论如何解开我们的低多边形并准备我们的场景来烘焙我们的法线和AO贴图。然后我们将从3ds max中导出所有内容,然后我们将使用xnormal来烘焙纹理贴图。我们将检查xnormal中的最佳设置以最小化任何烘焙错误,并且对于剩下的极少数错误,我们将讨论如何手动解决这些错误。一旦我们所有的纹理都被烘焙,我们将首先在物质画家中设置我们的场景,然后我们将开始纹理化我们的模型。在物质画家,我们将讨论如何使用材料,填充图层,生成器和其他技术,为我们的资产创建最终纹理。然后我们将进入Marmoset Toolbag,在那里我们将渲染我们的最终模型并创建一个漂亮的美丽镜头。
Duration 1h 40m Project Files Included MP4
Title: 3DMotive – Mechanical Assets in 3ds Max Volume 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.