Artstation – Roof Tile Texture – Complete Workflow From 3D Modeling to Photoshop by Thiago Klafke

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在本教程中,我将展示如何使用您喜欢的建模包快速建模平铺纹理,并在 Photoshop 中完成。

概括

我将从一个简单的屋顶瓦片开始,并将其布置成可平铺的图案。然后我通过复制和调整原始图块来创建变化,并随机化每个图块的位置/缩放/旋转。

接下来,我手动修复任何重叠错误。完成高多边形后,我将烘焙的地图带到 Photoshop,并使用照片源和手绘细节的组合来完成纹理。

工作流程

如果您熟悉其他软件,例如 Zbrush 和 Substance,您应该能够将它们集成到工作流程的不同部分(例如,您可以利用 SD 的程序工具创建蒙版,并利用 Zbrush 雕刻单个图块)。

此工作流程可用于创建各种纹理:人行道、石墙或砖墙、瓷砖地板,应有尽有。

这就是我为《守望先锋》创建大部分纹理的方式,本教程的目标是教授如何制作这样的手工制作的纹理。

使用的软件
Maya、Photoshop、nDO、XNormal

要求
3D 建模包和 Photoshop 的基本知识。

Duration 1h 30m Project Files Included MP4

Title: Artstation – Roof Tile Texture – Complete Workflow From 3D Modeling to Photoshop by Thiago Klafke

Info:
In this tutorial, I show how you can quickly model tiling textures using your preferred modeling package, finishing it up in Photoshop.

Summary

I will start with a simple roof tile, and lay it out in a tileable pattern. I then create variation by duplicating and tweaking the original tiles, and randomizing each tiles position/scale/rotation.

Next, I fix any overlapping errors by hand. Once my high-poly is finished, I bring the baked maps to Photoshop, and use a combination of photo sources and hand-painted details to finish the texture.

Workflow

If you are familiar with other software, such as Zbrush and Substance, you should be able to integrate them in different parts of the workflow (for example, you can leverage SD’s procedural tools to create masks, and Zbrush to sculpt the individual tiles).

This workflow can be used to create all sorts of textures: Sidewalks, stone or brick walls, tile floors, you name it.

This is how I create most of my textures for Overwatch, and the goal of this tutorial is to teach how to make hand-crafted textures like this.

Software used
Maya, Photoshop, nDO, XNormal

Requirements
Basic knowledge of a 3D modeling package and Photoshop.

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原创文章,作者:steven,如若转载,请注明出处:https://rr3d.cn/36063.html

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