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3dsmax游戏手枪建模与纹理贴图视频教程第一季 2.37GB
  • 发布时间:2018-3-6 14:09
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在纹理TW瓦尔特P99,我们将继续我们离开的地方。因此,我们现在有我们的高多边形和低多边形,在本教程中,我们将讨论如何正确地打开我们的枪,并利用最大的空间,使我们有最高的分辨率成为可能。之后,我们将准备好我们的场景在狨猴和出口我们所有的模型。然后我们将移动到狨猴工具包3,并开始烘焙我们所有的纹理映射和修复任何烘烤错误。之后,我们将进入物质画家,我们将建立我们的场景,并开始添加更多的正常地图细节,如螺丝,文字等。一旦做到这一点,它看起来不错,我们将创建我们的枪的基本颜色,并就如何存档良好的材料定义。然后,我们将开始工作在我们的枪顶,设置颜色变化,边缘划痕和整体肮脏。当一切都很好的时候,我们将移动我们的枪的基础,这是由不同的材料制成的,所以我们也需要添加不同的细节。我们将主要添加边缘突出、污垢、粗糙度变化等更多的东西。最后,当我们对我们的质感感到满意时,我们将在狨猴工具包3中设置一个漂亮的场景,并展示枪的组合质量。
In Texturing thew Walther P99 we will continue where we left off. So we now have our high poly and our low poly and in this tutorial we will go over on how to properly unwrap our gun and utilize the most space so that we have the highest resolution possible. After that we will set-up our scene ready for making in marmoset and export all our models.Then we will move to marmoset toolbag 3 and start by baking all our texture maps and fix any baking bugs. After that we will move into substance painter where we will set-up our scene and start adding more normal map details like screws,text etc.. Once that is done and it is looking good we will create the base colors of our gun and go over on how to archive good material definition. Then we will first start working on the top of our gun, setting up color changes, edge scratches and overall dirtiness. When everything is looking good we will move the the base of our gun which is made of an different material so we will also need to add different details to that. We will be mostly adding things like edge highlights, dirt, roughness changes and more. Finally when we are happy with our texture we will set-up a nice scene in marmoset toolbag 3 and present the gun at portfolio quality.
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j302540 发表于 2021-9-19 11:03:47 | 只看该作者
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