Gumroad – MetalX8 Part 2 and Part 3
Title: Gumroad – MetalX8 Part 2 and Part 3
Info:
MetalX8 Part2 – HardSurface UVs Unfolding in Maya
This is the second Tutorial from a series that will establish the Metal-X8 Project based on a DIMA Chen’s concept.
In this one I will share with you my process to Unfold UVs on Hardsurface mesh in Maya.
This Tuto is recommended for an intermediate/confirme level in modeling. I don’t explain basic tools. Don’t forget to look at MetalX8-Part1 for all the modeling process.
Most of the parts are recorded during my Livestream.
MetalX8 Part3 – Texturing and LookDev with Quixel Arnold
This is the third Tutorial from a series that will establish the Metal-X8 Project based on a DIMA Chen’s concept.
In this one I will show you my process to texture and shade the Armored Mech using Quixel 2.0 and Arnold Render.
I will show you how to prepare your model in Maya for export, bake maps using Turtle Render, texture in Quixel than how I build my shaders in Arnold with a LookDev scene and AlShader for Layered Quixel Material.
This Tuto is recommended for an intermediate level. I don’t explain basic tools.
gumroad metalx8第2部分和第3部分。
–标题:gumroad metalx8第2部分和第3部分
信息:
第2部分:metalx8 hardsurface UVs展开幻境
这一系列的教程中,第二个是X8的项目将建立基于金属-陈迪马的概念。
在这一过程中,我将与你分享我对展开UV在线hardsurface在玛雅网。
这是建议,现在是中间层/确认的方法。我解释的基本工具。不要忘了去看看metalx8第1部分是所有的建模过程。
大部分的配件都记录在我的livestream。
第三部分,以变形和lookdev metalx8 quixel阿诺德
这一系列的教程,从第三金属X8的项目将建立基于陈迪马的概念。
在这一过程中,我将展示给你我的纹理和阴影的装甲机甲利用quixel 2.0和阿诺德的投降。
我将显示你如何准备你的模型中使用的烘烤出口玛雅地图龟,在quixel渲染,纹理着色器的版本比我在我的场景和alshader阿诺德与lookdev quixel是层状材料。
这是推荐的,现在是一个中间水平。我解释的基本工具。