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3DMotive – Dreadnought Texturing Volume 1
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  • 发布时间:2018-5-8 07:42
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链接: https://pan.baidu.com/s/1b0RklIyFa4ocVXj4KfzO7w 密码: 3u76

Duration 1h 17m MP4
Title: 3DMotive – Dreadnought Texturing Volume 1
Info:
After creating a mesh, in this case a mechanical Dreadnought, it’s not enough to simple have a greyscale model…now comes texturing! Texturing models can be a daunting task because there are so many tools/programs geared towards creating texturing that are stylized or physically based, it can be confusing. Photoshop, a standard in texturing, is the simplest, most direct method to create first a colour base and then add details, via masks, to the colours for better realism. Once the model has a base diffuse/albedo, we can then still use Photoshop to create the glossiness and metal maps to support PBR workflows without requiring any third party (or more expensive) program to create acceptable end results. One need only understand the PBR basics to understand how using simple Photoshop filters and masks can help create the needed details to make our model look dirty/rusty and worn as nothing looks faker or more phoney than perfect colours on a Dreadnought mechanical robot that has seen many battles. So, we’ll be able to first create a base diffuse/albedo so we have the colour scheme for the mech and then we’ll focus on creating the detailing/dirt/grime needed to help give the diffuse/albedo a more ‘lived in’ quality. Masking is an integral part of Photoshop’s suite of tools and we’ll be using it to help with our coluors as well as our metals.After we established our colour palette, it’ll then be deciding which parts of the mech are metallic, which are rubber and which are plastic so we can use Photoshop to help create the different textures needed for the PBR pipeline.
持续时间1H 17M MP4
标题:3DMeal-DeNeNead纹理第1卷
信息:
在创建一个网格之后,在这种情况下,一个机械的无畏舰,它是不够的,简单地有一个灰度模型…现在纹理!纹理模型是一项令人畏惧的任务,因为有很多工具或程序都是为了创建风格化或基于物理的纹理,这可能会让人困惑。PS图象处理软件,纹理的标准,是最简单,最直接的方法来创建第一个颜色基础,然后通过口罩添加细节,以更好的现实主义色彩。一旦模型具有基础扩散/反照率,那么我们仍然可以使用PS图象处理软件来创建光泽度和金属地图来支持PBR工作流,而不需要任何第三方(或更昂贵)程序来创建可接受的最终结果。我们只需要了解PBR基础,了解如何使用简单的PS图象处理软件过滤器和口罩可以帮助创建所需的细节,使我们的模型看起来肮脏/生锈和磨损,因为没有什么看起来像赝品或更虚假的比完美的颜色在一个可怕的机械机器人,已经看到了许多战斗。因此,我们将能够首先创建一个基础漫射/反照率,所以我们有MECHE的颜色方案,然后我们将专注于创建细节/污垢/污垢需要帮助扩散/反照更多的“生活”的质量。掩蔽是PS图象处理软件的一套工具的一个组成部分,我们将使用它来帮助我们的颜色和我们的金属。在我们建立了我们的调色板之后,它将决定什么部件的金属是金属的,是橡胶和塑料,所以我们可以使用PS图象处理软件T。o帮助创建PBR管道所需的不同纹理。
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