Texturing Game Assets in MARI
3h 08m | Video: h264, yuv420p, 1280x720 15fps | Audio: aac, 44100 Hz, 2ch | 2.65 GB
Genre: eLearning | Language: English
In this MARI tutorial, we'll walk through a standard workflow for texturing game assets.
We’ll take a step-by-step approach through the process, starting with nothing and ending our project with completed PBR texture maps that're ready to take into Unreal Engine.
We’ll start by learning how to setup our project for a multi-material PBR asset. From here, we’ll learn how MARI handles a linear workflow using Color Management and how that affects our game assets. Next, we’ll learn how to bring in supplementary maps like an ID map and normal map so we can use them as we build our textures. We’ll learn how to use an exciting new feature in MARI 3.0 to send a high res mesh over to MODO for ambient occlusion baking.
As we're painting, we'll learn about important topics like selections, projection masking and adjustment layers, to name a few. To wrap things up, we’ll learn how to resize and export all of our texture maps for use in Unreal Engine.
By the end of this MARI training, you’ll have all of the basics down so you can start painting your own game assets.
在 MARI 纹理游戏资产
3 h 08 m |视频: h264、 yuv420p、 1280 x 720 15 fps |音频: aac 44100 赫兹,2 通道 |2.65 GB
类型: 电子学习 |语言: 英语
在此 MARI 教程中,我们会穿越贴图游戏资产的标准工作流。
一无所有的起始和结束我们已经准备好带到虚幻引擎的已完成 PBR 纹理映射的项目,我们将这个过程中,通过循序渐进的方式。
我们先来学习如何安装我们多材质的 PBR 资产项目。从这里,我们将学习如何 MARI处理使用色彩管理一个线性工作流程以及它如何影响我们游戏的资产。接下来,我们将学习如何引进补充地图 ID 映射和正常的地图,让我们可以使用它们作为我们建立我们的纹理。我们将学习如何使用令人兴奋的新功能在马里 3.0 送高分辨率网格到 MODO环境遮挡烘烤。
正如我们绘画时,我们将学习重要话题,如选择、 投影掩蔽和调整图层,仅举几例。包的东西,我们将学习如何调整大小和导出所有我们在虚幻引擎中使用的纹理映射。
年底这 MARI 培训,你会有所有的基本功能下来这样你就可以开始画你自己游戏的资产。