
使用 PBR 纹理进行硬表面建模并渲染我们的 3D 资产
您将学到什么
使用低拓扑和高拓扑进行干净拓扑的硬表面建模
学习在 Blender 3.6 中建模的所有基本技能
Substance Painter 中的纹理并使用我们自己烘焙的网格贴图
在 Cycles 中渲染
要求
不需要中级知识。Blender 中只有简单的任务。
描述
您将学习 Blender 内的所有基本技能,以使用多个网格对复杂的 3D 资源进行建模,创建干净的拓扑,仅使用多边形进行建模。您将能够对干净的 3D 资源进行建模,而不会遇到任何着色问题。您将拥有一个可用于任何具有 PBR 纹理的游戏引擎的模型。大多数对于初学者来说,很难理解如何在处理低多边形网格并使用细分修改器时创建干净的拓扑,而不会出现任何问题。合并松散的顶点,沿右轴缩放、移动和旋转以及了解镜像修改器如何在 Blender 中为您节省大量时间只是我要教您的一部分。建模过程结束后,我们将转向 Blender 内的 UV 展开过程,我将向您展示如何正确标记接缝、使用 Blender 的常规展开方法和智能 UV 功能展开以及对齐 UV 岛和按正确的顺序缩放和旋转它们,以便稍后获得干净的纹理。最后一步是一种更具艺术性的方法,您可以选择自己的设计。我将向您展示金属纹理和非金属纹理之间的区别,以及粗糙度值如何在渲染引擎中工作,并使用我们烘焙的网格贴图为我们的 3D 资源创建有趣的纹理。我将教您使用 3D 资源的高度值以及颜色变化、使用智能蒙版、Alpha 纹理以及如何在网格上绘画来创建自己的法线贴图的过程。
Published 10/2023
Created by Jan Benkwtiz
MP4 | Video: h264, 1280×720 | Audio: AAC, 44.1 KHz, 2 Ch
Genre: eLearning | Language: English | Duration: 15 Lectures ( 6h 17m ) | Size: 6 GB
Hardsurface modeling with PBR Texturing and Rendering our 3D Asset
What you’ll learn
Hardsurface modeling with clean topology using low and high topology
Learn all the essential skills to model inside Blender 3.6
Texture inside Substance Painter and using our own baked mesh maps
Render inside Cycles
Requirements
No intermediate knowledge is required. Only simple tasks inside Blender.
Description
You will learn all essential skills inside Blender to model a complex 3D Asset with several meshes creating clean topology only modeling with polygons. You will be able to model a clean 3D Asset without having any issues with shading. You will have a model usable for any game engine with PBR Textures.Mostly for beginners, it is really hard to understand how to create clean topology while working on a low poly mesh and using a subdivision modifier without having any issues.Merging loose vertices, scale, move and rotate along the right axis and understanding how the mirror modifier can save you a lot of time inside Blender is only a part of what I am going to teach you. After the modeling process, we will be moving over to the UV unwrapping process inside Blender and I will show you how to mark seams correctly, unwrap both with the regular unwrap method by blender and the smart UV function as well as aligning our UV islands and scale and rotate them in the correct order to have a clean texture later on. The final step is a more artistic approach where you can choose your own designs. I will show you the difference between metallic textures and non metallic textures, as well as how roughness values are going to work in a render engine and also using our baked mesh maps in order to create an interesting texture for our 3D Asset. I will teach you the process of creating your own normal maps using height values for our 3D Asset as well as color variation, using smart masks, alpha textures and how to paint on meshes.
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