
这里有一个关于如何使用 ZBrush 和 Substance Designer 创建纹理的小(实际上相当大)教程。即使您不想使用 Substance Designer,也可以使用相同的工作流程在 Photoshop 中创建反照率/颜色纹理,并在 Quixel 或其他软件中创建其他贴图。此外,不需要 3DS Max,您可以使用任何 3D 软件。
在本教程中,我们将介绍:
*如何设置完美的平铺平面,使雕刻不会有伪影
*探索用于砖块/岩石雕刻的不同画笔
* 如何使用我自己的自定义 SD Rock Alpha Generator,这样您就可以使用数千种不同的 Alpha
* 使用自定义 alpha 和画笔雕刻砖块和灌浆
* 了解如何在 ZBrush 中平铺砖块/子工具,无需外部 3D 软件
* 如何导出,做完美的高度烘焙和ID遮罩
* 在 Substance Designer 中创建我们所有的其他地图
*探索暴露参数的方法,这样我们就可以实际改变雕刻灌浆量、砖块变化、颜色、细节等
* 最后在 Marmoset 中进行渲染并在 Photoshop 中进行后期处理
需要 Substance Designer 6 或更高版本。
Gumroad – Texture creation with Zbrush and Substance Designer
Info:
So here is a little (actually pretty big) tutorial on how to create textures with ZBrush and Substance Designer. Even if you don’t want to use Substance Designer, the same workflow can be used to create the albedo/color texture in Photoshop and other maps in Quixel or some other software. Also, 3DS Max is not required, you can follow along with any 3D software.
In the tutorial we will cover:
* How to setup perfect tiling plane so sculpts will have no artifacts
* Explore different brushes for bricks/rock sculpting
* How to use my own custom SD Rock Alpha Generator so you could use thousands of different alphas
* Sculpt bricks and grout with the custom alphas and brushes
* See how to tile bricks/subtools in ZBrush without the need of external 3D software
* How to export, do the perfect Height bake and ID mask
* Create all of our other maps in Substance Designer
* Explore ways to expose parameters so we can actually change the amount of sculpted grout, bricks variation, color, details etc
* Finally do our render in Marmoset and post-process in Photoshop
Substance Designer 6 or higher required.
原创文章,作者:steven,如若转载,请注明出处:https://rr3d.cn/28076.html