01_介绍和项目概述(01_Introduction_and_project_overview)

02_设置项目(02_Setting_up_the_project)

03_检查资产(03_Checking_the_asset)

04_完成检查(04_Finishing_the_sanity_check)

05_准备 UV 映射(05_Preparing_for_UV_mapping)

06_启动 UV 映射(06_Starting_the_UV_mapping)

07_UV 展开该句柄(07_UV_unfolding_the_handle)

08_完成该句柄(08_Finishing_the_handle)

09_展开的前面板(09_Unfolding_the_front_panel)

10_整理 UV 映射(10_Finishing_the_UV_mapping)

11_分级的前面的引用(11_Grading_the_front_references)

12_分级的背部和侧面的引用(12_Grading_the_back_and_side_references)

13_整理分级工艺(13_Finishing_the_grading_process)

14_烘烤程序着色器(14_Baking_procedural_shaders)

15_烘烤污垢映射(15_Baking_dirt_maps)

16_创建投影指南(16_Creating_projection_guides)

17_工作前预测(17_Working_on_the_front_projections)

18_在塑料板上的工作(18_Working_on_the_plastic_panels)

19_处理较低的塑料面板(19_Handling_the_lower_plastic_panels)

20_调整上部塑料板(20_Adjusting_the_upper_plastic_panels)

21_工作上的屏幕保护(21_Working_on_the_screen_protector)

22_更多关于前预测(22_More_on_the_front_projections)

23_完成工作前预测(23_Finishing_work_on_the_front_projections)

24_投射在马里(24_Projecting_in_MARI)

25_创建屏幕保护器(25_Creating_the_screen_protector)

26_完成屏幕保护贴(26_Finishing_the_screen_protector)

27_创建颜色映射(27_Creating_the_color_maps)

28_固定 UV 接缝(28_Fixing_the_UV_seams)

29_添加污垢将映射到的颜色信息(29_Adding_dirt_maps_to_the_color_information)

30_整理在 Photoshop 中的颜色映射(30_Finishing_the_color_maps_in_Photoshop)

31_开始对高光贴图(31_Starting_on_the_specular_maps)

32_致力于为前面板的高光贴图(32_Working_on_the_specular_maps_for_the_front_panel)

33_创建高光贴图,另外部分(33_Creating_the_specular_maps_for_the_other_pieces)

34_前两个 UDI Ms 在凹凸图上工作(34_Working_on_the_bump_maps_for_the_first_two_UDIMs)

35_创建凹凸映射为最新的两个 UDI 女士(35_Creating_the_bump_maps_for_the_latest_two_UDIMs)

36_建筑金属框的位移映射(36_Building_the_displacement_maps_for_the_metal_box)

37_创建群集材料(37_Creating_cluster_materials)

38_继续群集材料(38_Continuing_the_cluster_materials)

39_完成群集材料(39_Finishing_the_cluster_materials)

40_前面板的阻塞着色器(40_Blocking_shaders_for_the_front_panel)

41_制作控制车轮的着色器(41_Making_shaders_for_the_control_wheels)

42_建筑着色器金属框(42_Building_shaders_for_the_metal_box)

43_在镜面前面板上的工作(43_Working_on_the_specular_for_the_front_panel)

44_设置镜面金属框(44_Setting_up_the_specular_for_the_metal_box)

45_在前面板的凹凸映射工作(45_Working_on_the_bump_maps_for_the_front_panel)

46_金属框的凹凸映射设置(46_Setting_up_the_bump_maps_for_the_metal_box)

47_工作上的主要组件(47_Working_on_the_primary_components)

48_持续的主要组件(48_Continuing_the_primary_components)

49_对于不同的照明情况底纹(49_Shading_for_different_lighting_situations)

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  • 其他 : Digital Tutors
  • 文件总数:49
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  • 教程简介:

    译文: 在本教程中我们将学习如何创建纹理和着色器的数字资产。在这些经验教训,我们将看看创建一个专业的 UV 映射所需的步骤。经验证的技术和工作流在视觉特效工业中使用,我们将创建高度详细的纹理和涵盖所有看发展过程中所涉及的步骤。 原文:  In this tutorial we will learn how to create textures and shaders for a digital asset.Throughout these lessons we will look at the steps required to create a professional UV mapping. With proven techniques and workflows used in the visual effects industry, we will create a highly detailed textures and cover all the steps involved during the look development process.