视频教程【三维材质程序纹理Substance Designer教程】Gumroad – AAA Rocks for Games – RGB Masked Workflow Tutorial-Casper Wermuth
In this tutorial, we will go through the entire process of making cliffs for AAA games, using an RGB masked workflow, which gives us the desired texel density at any asset scale.
We start with highpoly sculpting in Zbrush, and end in Unreal, with masks from Substance Painter, and textures from Substance Designer.
1.Introduction
2.HighPoly Workflow Overview
3.HighPoly Voice over Timelapse
4.LowPoly Retopo and UV
5.RGB Mask Workflow Overview
6.Substance Designer Detail texture creation
7.Substance Painter RGB mask creation
8.Outro
Total of 3 hours of video content.
This tutorial is for an intermediate skill level. We do not spend time on basic controls, and it’s assumed the artist is already able to create basic assets. It’s made for busy people who don’t have time to watch 32-hour tutorials, but want a concise guide, step by step, in a relatively short amount of time.在本教程中,我们将使用RGB蒙版工作流程来介绍制作AAA游戏悬崖的整个过程,该工作流程可在任何资产规模下为我们提供所需的纹理像素密度。
我们从在Zbrush中进行highpoly雕刻开始,到在Unreal中结束,从Substance Painter获得遮罩,从Substance Designer获得纹理。
1.引言
2.HighPoly工作流程概述
3,游戏中时光倒流的HighPoly语音
4,低聚Retopo和UV
5.RGB遮罩工作流程概述
6.Substance Designer细节纹理创建
7,Substance Painter RGB蒙版创建
8,Outro
总共3个小时的视频内容。
本教程适用于中级技能水平。我们不花时间在基本控件上,并且假定艺术家已经能够创建基本资产。它是为忙碌的人准备的,这些人没有时间看32小时的教程,但想要在较短的时间内逐步获得简洁的指南。
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