Physically Based Rendering in Substance Painter
2h 25m | Video: AVC (.mp4) 1280x720 30fps | Audio: AAC 48KHz 2ch | 4.61GB
Genre: eLearning | Language: English | Project files Included
In this Substance Painter tutorial, we’ll learn how to texture a 3D model from scratch using a physically based rendering (PBR) workflow. While the workflow in this tutorial is dedicated more to game assets, most of the techniques can be applied to any CG asset.
We’ll look at the steps required to create PBR textures from scratch. We’ll start by using 3ds Max to setup our meshes. We’ll then use Substance Painter to texture our model using different tools and techniques to create our texture maps in a non-destructive way.
By the end of this Substance Painter training, you’ll be able to master different techniques to work efficiently and easily texture your 3D models using PBR textures.
基于物理在物质画家中呈现
2 h 25 m |视频: AVC (.mp4) 1280 × 720 30fps |音频: AAC 48 KHz 2 通道 |4.61 GB
类型: 电子学习 |语言: 英语 |项目文件包含
在这个物质画家教程中,我们将学习如何纹理从零开始使用基于物理渲染 (PBR) 工作流的三维模型。尽管在本教程中工作流更致力于游戏的资产,大部分技术可以应用于任何 CG 资产。
我们来看看 PBR 纹理可以从头开始创建所需的步骤。我们先来使用 3ds Max 来安装我们的网格。接着,我们使用物质画家把纹理模型使用不同的工具和技术来创建我们的纹理映射在非破坏性的方式。
此物质画家培训结束时,你就能掌握不同的技巧来有效地工作并容易纹理您使用 PBR 纹理的3D 模型。