3DMotive - Mechanical Asset In 3ds Max Volume 1机械物件在max中的制作.一

发贴时间:2016-12-20 11:32 

来自版块:共享教程

人气1916 评论2 点赞0
点赞
收藏
打赏 评论2
扫码分享给朋友
当前帖子链接已复制,快去粘贴分享吧~
查看文件
教程语言:
英文(English)
下载方式:
网盘下载


3DMotive - Mechanical Asset In 3ds Max Volume 1机械物件在max中的制作.一

3DMotive - Mechanical Asset In 3ds Max Volume 1机械物件在max中的制作.一

3DMotive - Mechanical Asset In 3ds Max Volume 1机械物件在max中的制作.一

3DMotive - Mechanical Asset In 3ds Max Volume 1机械物件在max中的制作.一

3DMotive - Mechanical Asset In 3ds Max Volume 1机械物件在max中的制作.一

3DMotive - Mechanical Asset In 3ds Max Volume 1机械物件在max中的制作.一

3DMotive - Mechanical Asset In 3ds Max Volume 1机械物件在max中的制作.一

3DMotive - Mechanical Asset In 3ds Max Volume 1机械物件在max中的制作.一

3DMotive - Mechanical Asset In 3ds Max Volume 1机械物件在max中的制作.一

3DMotive - Mechanical Asset In 3ds Max Volume 1机械物件在max中的制作.一
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.


持续时间1h 40m项目文件包括MP4
标题:3dmotive–机械资产在3ds Max 1卷
信息:
在这个过程中,我们将着眼于如何创建一个三维资产从开始到结束。我们将专注于创建一个资产,专注于游戏,通过使用正确的纹理和优化技术。我们要在如何创建一个适当的高、低聚聚在3ds Max,然后如何展开UV低聚和准备我们的现场烘焙我们的正常和AO贴图。然后我们将出口所有的3ds Max和我们将开始我们的纹理贴图使用xNormal烤。我们将在xNormal设置最好尽量减少任何小错误和很少的错误,留下的都是我们将在如何解决那些由手。一旦我们所有的纹理烘焙,我们将开始设置我们的场景在物质画家,我们将开始纹理我们的模型。在物质画家,我们将讨论如何使用材料,填充层,发电机和其他技术来创建最终纹理为我们的资产。然后我们会去到哪里我们将Marmoset Toolbag渲染我们的最终模型,创造一个好的美拍。

根据您的等级权限,您可以免回复直接查看内容,升级到更高等级可获得更多方便的权限哦~


                               
[点击下载]下载地址.txt
大小:31 Bytes
要下载该文件,需要先登录哦~
复制以下链接分享到 QQ群 QQ空间 贴吧 或其他CG网站上,每进来一个人你将获得: 2微豆
B Color Smilies

全部评论2

    {{ tv.author }} {{ tv.message }}
    {{ tv.dateline }}
    {{ ertv.author }} {{ ertv.message }}
    {{ ertv.dateline }}
    {{ santv.author }} {{ santv.message }}
    {{ santv.dateline }}
    {{ sitv.author }} {{ sitv.message }}
    {{ sitv.dateline }}
    {{ wutv.author }} {{ wutv.message }}
    {{ wutv.dateline }}
    ...

客服
快速回复 返回顶部 返回列表