《环境艺术创作全解析》第二部”材质与着色器篇”是一门面向初阶至中级用户的专业教程,通过超9小时的系统教学深入解析环境艺术中的两大核心模块。课程采用理论实践相结合的模式:第3章专注平铺材质技术,从基础概念讲解到Substance Designer土壤材质制作、雕刻工作流等实战演示;第4章系统讲解着色器应用,涵盖顶点混合着色器、材质分层、地形系统等Unreal引擎高级应用。教程基于Blender、Zbrush、Substance系列和Unreal 5等行业标准软件,通过个人项目案例演示专业工作流程,帮助学习者掌握材质创作与着色器编程的完整知识体系。


Everything I learnt about Environment Art – Part 2- Materials & Shaders。This is the second part of an all-encompassing tutorial for beginners and intermediate-level users. It covers different topics in Environment Art and is intended to share some of my lessons and advice I have learnt along the way. It is split into a chapter-based format. Version 2 includes chapters 3 and 4, available to purchase separately or as part of a reduced bundle. Chapter 3 – Tiling Materials – Breakdown below – Total run time: 5h 17 mins What is a tiling material – 5 mins How to create tiling materials – 22 mins How to approach tiling materials and variations – 4 mins Practical examples Reference gathering – 13 mins Breaking down the reference – 13 mins Soil height, base colour and roughness in Substance Designer – 2h 36 mins Sculpted workflows (Sculpting leaf atlas, sculpting rock atlas, sculpting tiling rock base material – 1h 16 mins Finishing the variation on the soil – 27 mins Chapter 4 – Shaders – Breakdown below – Total run time: 4h What is a Shader – 4 mins How to create Shaders – 16 mins Shader examples in an environment – 13 mins Practical examples Unreal Intro – 15 mins Material Functions and Master/Uber Shader – 50 mins Vertex Blend Shader – 40 mins Material Layering – 38 mins Landscape basics – 10 mins Decal & Foliage Shaders – 27 mins Adding Grunge and Extra Shader features – 24 mins The tutorial chapters follow the same format. I start with an explanation and theory on a specific topic. The chapter covers the topic, terminology, why you approach things in a certain way, and the tools and workflows you would use. Each chapter concludes with live demonstrations of applying that theory in practice. It will be framed around personal art, mainly using examples from my work and professional experience where relevant. Software used will include, but not be limited to Blender Zbrush Substance Painter/Designer Unreal 5


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