通过简化流程和堆叠易于应用的概念,艺术家可以为任何资产创建复杂的纹理。继续为游戏创建道具卷中开始的内容。1、高级环境艺术家 Nick Reynolds 将利用 Allegorithmic Substance Painter 的强大功能,保持非破坏性并开放迭代。尼克开始卷。2 通过简单易懂的示例和说明解释基于物理的渲染 (PBR) 工作流程的基础知识,这些示例和说明显示绝对世界引用,并将它们与我们在 Painter、Unreal 和 Marmoset Toolbag 中看到的内容进行比较。一旦彻底检查了基础,这些经验教训就会在实践中应用到卷中创建的模型中。1 使用 Substance Painter、Photoshop、PureRef、Marmoset Toolbag、和虚幻引擎。

在本教程结束时,观众将有信心和理解从头到尾对他们的游戏资产进行纹理处理,并充满信任地前进,克服涉及的所有步骤和障碍,为您的实时游戏项目获得出色的结果。Creating Props for Games Vol. 2 by Nick Reynolds

课程时长:7.5小时 1920X1080 mp4 语言:英语+中英文字幕(云桥网络 机译)



课程目录:
01 项目介绍
02 PBR 讲座
03 PBR 讲座粗糙度
04 PBR 讲座金属和高光
05 Painter 介绍
06 蒙版生成器
07 材质分解
08 材质分解金属
09 材质块
10 材质风化
11 风化性质
12 贴花
13 抛光
14 抛光继续
15 最后润色
16 导出到游戏引擎



By simplifying the process and stacking simple-to-apply concepts, artists can create intricate textures for any asset. Continuing what was started in Creating Props for Games Vol. 1, Senior Environment Artist Nick Reynolds will stay non-destructive and open to iteration by utilizing the power of Allegorithmic Substance Painter. Nick begins Vol. 2 by explaining the fundamentals of physically based rendering (PBR) workflow with easy-to-follow examples and explanations showing absolute world references and comparing them to what we see in Painter, Unreal, and Marmoset Toolbag. Once the foundations are thoroughly examined, the lessons are applied in practice to the model created in Vol. 1 using Substance Painter, Photoshop, PureRef, Marmoset Toolbag, and Unreal Engine. By the end of this tutorial, viewers will have the confidence and understanding to texture their game assets from start to finish, moving forward with trust through all the steps and hurdles involved in getting an excellent result for your real-time game project.

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