CG数据库 >> 3DMotive – Roof Shader in Substance Volume 2

3DMotive – Roof Shader in Substance Volume 2的图片1

Duration 1h 9m With Project Files MP4

Title: 3DMotive – Roof Shader in Substance Volume 2

Info:

In Roof Shader in Substance Designer tutorial we will go over on how to create a roof texture using 3ds Max, Zbrush and substance designer. We will first create our low poly tiles in 3ds Max, after that we will go into Zbrush and sculpt a few variations of our tiles, before adding some nice damage and then optimizing it so that we can export it back to 3ds Max. Back in 3ds Max we will setup out texture so that it will tile perfectly and so that it has a lot of vatiation in size, rotation, and shape. We will also make everything ready for baking like assigning different materials for the color map. Once that is all done we will set up a baker scene in Marmoset Toolbag 3 and bake out all our texture maps in using their new baker. When all the baked maps look good we will then move into Substance Designer where we will start creating our final texture maps. We will first improve the normal map with smaller details and then create our final albedo, roughness, and mattalic map. We will wrap things up with a final polish over the entire texture and render the final texture in Marmoset Toolbag 3.

持续时间1h 9m项目文件的MP4

标题:3dmotive–屋顶材质在物质的量的2

信息:

在屋顶的着色物质设计师教程我们将如何使用3ds马克斯创建一个顶部纹理,ZBrush和物质的设计师。我们将首先创建低多边形的瓷砖在3DS马克斯,之后我们将进入ZBrush雕刻一些变化我们的瓷砖,再加一些不错的损伤,进而优化以便我们可以出口到3ds Max回到3ds Max中我们将设置纹理使它完美平铺等它有很多变化的大小,旋转,和形状。我们也会为烘焙做好一切准备,比如为颜色贴图分配不同的材质。一旦一切都是建立在Marmoset Toolbag贝克场景3和烤出我们所有的纹理贴图在使用他们的新面包。当所有烘烤的地图看起来不错,我们将进入物质设计师,我们将开始创建我们的最终纹理地图。我们会先用小的细节然后创建最终的反照率、粗糙度提高正常的地图,和mattalic地图。我们将总结在整个纹理最后的润色和Marmoset Toolbag渲染最终的纹理3。