
通过简化流程和堆叠易于应用的概念,艺术家可以为任何类型的资产创建复杂的纹理。继续在 Creating Props for Games Vol. 中开始的内容。1,高级环境艺术家 Nick Reynolds 将利用 Allegorithmic Substance Painter 的力量保持非破坏性并开放迭代。尼克开始卷。2 通过简单易懂的示例和解释说明基于物理的渲染 (PBR) 工作流程的基础知识,展示真实世界的参考并将它们与我们在 Painter、Unreal 和 Marmoset Toolbag 中看到的内容进行比较。一旦基础得到全面检查,课程就会在实践中应用于 Vol.1 中创建的模型。1 使用 Substance Painter、Photoshop、PureRef、Marmoset Toolbag 和 Unreal Engine。
Nick Reynolds | Duration: 7:37 h | Video: H264 1920×1080 | Audio: AAC 44,1 kHz 2ch | 5,77 GB | Language: English
By simplifying the process and stacking simple-to-apply concepts, artists can create intricate textures for any type of asset. Continuing what was started in Creating Props for Games Vol. 1, Senior Environment Artist Nick Reynolds will stay non-destructive and open to iteration by utilizing the power of Allegorithmic Substance Painter. Nick begins Vol. 2 by explaining the fundamentals of physically based rendering (PBR) workflow with easy-to-follow examples and explanations showing real world references and comparing them to what we see in Painter, Unreal and Marmoset Toolbag. Once the foundations are fully examined, the lessons are applied in practice on the model created in Vol. 1 using Substance Painter, Photoshop, PureRef, Marmoset Toolbag and Unreal Engine. By the end of this tutorial, viewers will have the confidence and understanding to texture their own game assets from start to finish, moving forward with confidence through all the steps and hurdles involved in getting a great result for your real-time game project.

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