01 特克塞尔密度概论(01 Introduction to Texel Density)
02 地图尺寸介绍(02 Introduction to Map Sizes)
03 提高分辨率的一般准则(03 General Guidelines for Enhancing Resolution)
04 特克塞尔密度继续(04 Texel Density Continued)
05 细分建模导论(05 Introduction to Subdivision Modeling)
06 细分建模部分2(06 Subdivision Modeling Part 2)
07 细分建模部分3(07 Subdivision Modeling Part 3)
08 布尔模型建模(08 Modeling with Booleans)
09 样条建模(09 Spline Modeling)
10 下一步是什么(10 What"s Next)
11 基本高聚模零件1(11 Basic High-Poly Modeling Part 1)
12 基本高聚模零件2(12 Basic High-Poly Modeling Part 2)
13 压边工具使用(13 Edge Creasing)
01 走廊资产阻塞(01 Blocking In a Hallway Asset)
02 层次设计工具包部分的建模1(02 Modeling the Level Design Kit Part 1)
03 层次设计工具包部分的建模2(03 Modeling the Level Design Kit Part 2)
04 层次设计工具包部分的建模3(04 Modeling the Level Design Kit Part 3)
05 检查纹理比例(05 Checking Texture Scale)
06 建立Low Poly模型(06 Building Low Poly Models)
07 样条建模(07 Spline Modeling)
08 Low Poly Modeling继续说(08 Low Poly Modeling Continued)
09 检查模型并打破重复(09 Checking the Model and Breaking Repetition)
10 走廊天花板建模(10 Modeling the Hallway Ceiling)
11 调整比例尺(11 Adjusting Scale)
12 在虚幻中检查模型(12 Checking the Model in Unreal)
13 设置碰撞部分1(13 Setting Up Collision Part 1)
14 设置碰撞部分2(14 Setting Up Collision Part 2)
01 介绍(01 Introduction)
02 放松Uüvs(02 Relaxing UVs)
03 U形件1(03 UVing Part 1)
04 U形件2(04 UVing Part 2)
05 U形件3(05 UVing Part 3)
06 U形件4(06 UVing Part 4)
07 U形件5(07 UVing Part 5)
08 组合地质(08 Combining Geo)
09 开始包装UV岛(09 Beginning to Pack UV Islands)
10 继续包装U VS(10 Continuing to pack UVs)
11 包装更多的U VS和细分对象(11 Packing More UVs and Tesselating the Object)
12 包装U VS和烘焙法线(12 Packing UVs and Baking Normals)
13 使用QuxeL套件进行纹理处理(13 Using Quixel Suite for Texturing)
14 继续质感和Modeling Pannels(14 Continuing to Texture and Modeling Pannels)
15 继续模拟坦克(15 Continuing to Model the Pannel)
16 在空中制作图案(16 Making Desings on the Fly)
01 在虚幻中设置材质遮阳4(01 Setting up Material Shading Atributes in Unreal4)
02 内部舱壁模型(02 Modeling Interior Bulkheads)
03 为我们的舱口创建一个锁定机制(03 Creating a Lock Mechanism for Our Hatch)
04 为Hatch创造小资产(04 Creating Small Assets For the Hatch)
05 继续添加到舱口结构(05 Continuing to Add to the Hatch Structure)
06 细节建模(06 Modeling in Detail Pieces)
07 资产的连接与定位(07 Connecting and Positioning Assets)
08 工程构件建模(08 Modeling in Engineering Components)
09 使用布尔函数快速添加细节(09 Adding Detail Quick using Boolians)
10 准确定位资产进入现场(10 Accurately Positioning Assets into the Scene)
11 更多的Structual细节(11 Implimenting more Structual Details)
12 在无形中测试我们的资产4(12 Testing our Assets in Unreal4)
13 创建详细迭代(13 Creating Detailed Iterations)
14 评定表面法线(14 Evaluating Surface Normals)
15 深入挖掘地表法线(15 Digging Deeper into Surface Normals)
16 缝合, 紫外线的切割和切割(16 Stitching, Breaking and cutting UV"s)
17 更多的U VS(17 More UVs)
01 在UV布局部分堆叠U VS1(01 Stacking UVs in UV Layout Part 1)
02 在UV布局部分堆叠U VS2(02 Stacking UVs in UV Layout Part 2)
03 偏置堆叠U VS(03 Offsetting Stacked UVs)
04 用X法线绘制地图(04 Ripping Maps Using Xnormals)
05 堆垛的重要性(05 Importance of Stacking)
06 织构的建立(06 Setting up for Texturing)
07 层混合选项(07 Layer Blending Options)
08 清理AO与地图尺寸讨论(08 Cleaning up AO and Map Size Discussion)
09 创建掩码3DS Max(09 Creating Masks in 3Ds Max)
10 添加污渍(10 Adding Stains)
11 加锈(11 Adding Rust)
12 调整值(12 Adjusting Values)
13 管底固定(13 Fixing the Pipe Bottoms)
14 增加价值变化(14 Adding More Value Variation)
15 创建粗糙掩模(15 Creating a Roughness Mask)
16 插入新地图(16 Plugging in New Maps)
17 设置光照图(17 Setting up Light Maps)
18 故障排除(18 Trouble Shooting)
01 创建游戏资产(01 Creating Game Assets)
02 样条建模游戏资产P1(02 Spline Modeling Game Assets P1)
03 样条建模游戏资产P2(03 Spline Modeling Game Assets P2)
04 游戏资产P详解1(04 Detailing Game Assets P1)
05 游戏资产P详解2(05 Detailing Game Assets P2)
06 添加功能华丽的细节P1(06 Adding Functional Ornate Details P1)
07 添加功能华丽的细节P2(07 Adding Functional Ornate Details P2)
08 构建游戏资产P1(08 Constructing The Game Asset P1)
09 构建游戏资产P2(09 Constructing The Game Asset P2)
10 调整现有的和创建新的手柄铰链和螺栓P1(10 Adjusting Existing and Creating new Handles Hinges and Bolts P1)
11 调整现有的和创建新的手柄铰链和螺栓P2(11 Adjusting Existing and Creating new Handles Hinges and Bolts P2)
12 UVE游戏资产P1(12 UV"ing the Game Asset P1)
13 UVE游戏资产P2(13 UV"ing the Game Asset P2)
14 为游戏资产创建纹理贴图(14 Creating Texture Maps For the Game Asset)
01 介绍(01 Intro)
02 在优秀设计师中建立TARP(02 Setting Up the Tarp in Marvelous Designer)
03 将TARP引入3DS Max(03 Bringing the tarp into 3DS Max)
04 修改TARP的拓扑结构3DS Max(04 Modifying the topology of the tarp in 3DS Max)
05 烘焙塔普地图3DS Max(05 Baking Tarp Maps In 3Ds Max)
06 TARP中UV的改性3DS Max(06 Modifying the UV"s of the tarp in 3DS Max)
07 调整油毡以适应板条箱(07 Adjusting the Tarp to Fit Over the Crate)
08 创建TARP部件的纹理映射1(08 Creating Texture Maps for the Tarp Part 1)
09 创建TARP部件的纹理映射2(09 Creating Texture Maps for the Tarp Part 2)
10 创建TARP部件的纹理映射3(10 Creating Texture Maps for the Tarp Part 3)
11 把塔普变成虚幻(11 Bringing the Tarp Into Unreal)
12 创建TARP的粗糙度图(12 Creating a Roughness Map for the Tarp)
13 为TARP创建详细地图(13 Creating a Detail Map for the Tarp)
14 不真实的调整TARP材料(14 Adjusting the Tarp Material in Unreal)
15 修改纹理以更好地在场景中工作(15 Modifying the Textures to Work Better in the Scene)
16 调整场景的灯光和表面属性(16 Adjusting the Scene"s Lighting and Surface Attributes)
17 精制油毡边缘(17 Refining the Tarp"s Edge)
18 修改场景照明和资产地图(18 Modifying Scene Lighting and Assets Maps)
19 板条箱发射纹理的再加工(19 Reworking the Crate"s Emissive Texture)
20 改装板条箱与现场照明调整(20 Integrating the Modified Crate and Adjusting the Scene"s Lighting)
21 截屏(21 Capturing a Screenshot)
01 介绍与项目设置(01 Introduction and Project Setup)
02 设置Zbrush Scene(02 Setting Up Zbrush Scene)
03 将细节添加到@(03 Adding Detail to Tiles)
04 将细节添加到@2(04 Adding Detail to Tiles Part 2)
05 将细节添加到@3(05 Adding Detail to Tiles Part 3)
06 预乘与Decimating the Mesh(06 Premultiplying and Decimating the Mesh)
07 在马克斯中生成U VS和调整(07 Generating UVs and Adjusting in Max)
08 清洗网和AO设置(08 Cleaning Mesh and AO Setup)
09 烘焙纹理图(09 Baking Texture Maps)
10 调剖图(10 Ripping and Adjusting Maps)
11 应用法线贴图(11 Applying Normal Map)
12 分层孔型(12 Layering Passes)
13 调整U VS和孔型通过(13 Tweaking UVs and Cavity Pass)
14 增加颜色和纹理变化(14 Adding Color and Texture Variation)
15 色彩叠加详述(15 Detailing with a Color Overlay)
16 把场景变成虚幻(16 Bringing the Scene into Unreal)
17 增强你的纹理细节(17 Enhancing your Texture Detail)
18 把勇气抛给“女人”(18 Giving Grit to the Tiles)
19 用Z刷添加细节(19 Adding Detail with ZBrush)
20 弥散细节与正态映射的建立(20 Settingup Diffuse Detail and Normal Maps)
21 在UDK中放置@(21 Placing the Tiles in UDK)
22 修改规格图(22 Modifying the Spec Map)
23 如何实现照片真实纹理(23 How to Achieve Photo Real Textures)
24 最后确定@ @(24 Finalizing the Tiles)
01 了解光线地图(01 Understanding Light Maps)
02 固定重叠UVS(02 Fixing Overlapping Uvs)
03 上光图(03 Up Resing Light Maps)
04 调整光线地图分辨率(04 Tweaking Light Map Resolution)
05 不真实照明概述(05 Unreal Lighting Overview)
06 照明概述(06 Lighting Summary)
07 保存每个面板(07 Saving Out Each Panel)
08 用X法线烘焙地图(08 Baking out Maps with xNormals)
09 在DDO中建立基础材料(09 Establishing a Base Material In DDO)
10 材质标识(10 Masking By Material ID)
11 PBR讨论(11 PBR Discussion)
12 故障检修(12 Trouble Shooting DDO)
13 添加更多的材料变化(13 Adding More Material Variation)
14 变色(14 Changing Colors)
15 DDO地图解释(15 DDO Maps Explained)
16 AO讨论(16 AO Discussion)
17 添加污垢(17 Adding Dirt)
18 调整口罩(18 Adjusting Masks)
19 最终材料设置(19 Final Material Settings)
01 呼唤独特的资产(01 Calling Out Unique Assets)
02 概念参考建模(02 Modeling with Concept Reference)
03 理解工作流(03 Understanding the Workflow)
04 蒙太奇建模(04 Modeling Montage)
05 从实用的角度看你的模型(05 Seeing your Model in a Practicle Sense)
06 了解你的行业(06 Knowing your Industry)
07 蒙太奇建模(07 Modeling Montage)
08 渲染和细化模型(08 Rendering and Refining the Model)
09 最后调整(09 Final Tweaks)
10 引航导论(10 Introduction to Atlasing)
11 实施跟踪(11 Implementing Atlasing)
12 Alter的例子(12 Examples of Altasing)
13 进一步显示阿特拉斯纹理的速度(13 Furthers Showing the Speed of Atlas Texturing)
14 制作阿特拉斯纹理(14 Making an Atlas Texture)
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