Digital Tutors - Painting Textures for Low Polygon Props in MARI
2h 3m | 942 MB | Project Files: Included | Software used: MARI 2.6v2
با سلام
با آمدن نسل های جدید کنسول های بازی گاهی هنوز هم مشکل محدودیت استفاده از Polygan های زیاد وجود دارد. در این آموزش خواهید آموخت که چگونه با داشتن محدودیت Polygan، نتایجی بسیار واقع گرایانه را در هنگام بافت دهی داشت.
مشاهده توضیحاتــ انگلیسی
With the next generation game consoles upon us, we now know that there are still polygon limits when it comes to our assets. There are however some really exciting things on the horizon for texture painting as well as lighting and rendering of these assets. This training will begin to introduce you to some of these techniques including using a physically based workflow which will give us highly realistic looking results. To get things started weandrsquo;ll learn how to create our MARI project and bring in our geometry as well as both normal and ambient occlusion maps that have been baked out from the high resolution model. From here weandrsquo;ll learn how to use HDR images as image based lighting for our textures right inside of MARI. Throughout this training, we'll focus on painting a color or Albedo map, a reflectance map and a gloss map for the asset. To wrap things up, weandrsquo;ll learn how to get our maps out of MARI so they can be used in our game engines. After completing this tutorial, you will have a good grasp over the process of texturing a game asset using a physically based workflow in MARI.