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本次作品为mp4
格式的07_创建 UV 布局(07_Creating_a_UV_layout),
本站编号31883565,
该Maya素材大小为85m,
时长为12分 30秒,
支持4K播放,
不同倍速播放
作者为lsprings,
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教程简介:
译文: 随着高分辨率的雕刻工作流,我们创建的模型化的资产可以有时很难在其原生状态的工作。为此,各种工具通常用于创建一个新的管道友好的拓扑模型。有不同的方法,用于创建这种几何形状和它 ' 是很重要的我们使用的方法是快速、 高效的和给我们,我们需要控制。在本教程中,我们 ' ll 包括玛雅 2014 年工具,使这一进行过程快很多。我们 ' ll 封面设置我们使用建模工具包的参考模型。我们 ' 使用四画以交互方式在我们的模型放置点和多边形来谈 ' s 表面。我们 ' ll 也涵盖的收缩包装的功能和谈论边缘流问题,为我们创造新的网格特征模型。我们 ' ll 完成了看 UV 过程和烘烤出我们的颜色和法线贴图并不适用于我们新的、 较低分辨率的网格。最后,你 ' 就能创建出自己的高分辨率造型的优化的网格。
原文: With the advent of the high-resolution sculpting workflow, the modeled assets we create can sometimes be difficult to work with in their native state. For this reason, various tools are typically used to create a new, pipeline-friendly topology for the model. There are different methods for creating this geometry and it's important that the method we use be quick, efficient and give us the control we require. In this tutorial, we'll cover the tools in Maya 2014 that make this retopology process go much faster. We'll cover setting up our reference model using the Modeling Toolkit. We'll talk about using Quad Draw to interactively place points and polygons across our model's surface. We'll also cover the Shrink Wrap functionality and talk about edge flow concerns as we create a new mesh for a character model. We'll finish up by looking at the UV process and baking out our color and normal maps to apply to our new, lower resolution mesh. In the end, you'll be able to create optimized meshes out of your own high-resolution sculpts.