Udemy - Texturing Characters for VFX
Substance Painter 和 Mari 影視角色材質紋理創建教程。
在本教程中,我將教您如何為高分辨率VFX角色半身像制作紋理。在開始之前,我們首先討論UV布局和UV理論。我們將主要使用Substance Painter進行大部分紋理制作,但我們也將使用Mari進行一些非常基本的投影工作。
我將從頭到尾檢查盔甲/嘴巴的紋理,并在每一步都提供指導。我覆蓋皮膚紋理,但它不會像盔甲那樣實時和深度講解。我將使用Mari用于皮膚材質的制作,因為它在投影圖像方面要好得多。我們將探索我為這個角色導出的所有圖層和通道,并完整地分解我是如何最終得到最終結果的。
VFX 中的紋理與游戲中的紋理略有不同。我們傾向于要求更高的分辨率。這意味著在典型的英雄視覺特效模型上,它通常需要數百個 UDIM。這可能會使紋理變得非常困難,但是在本教程中,我將向您展示如何管理這樣的重型資產。
雖然本教程是針對 VFX,但我展示的所有內容都可以轉移到游戲資產紋理中。重要的是紋理背后的基本思想。
要求
Basic knowledge of Substance Painter and Mari
說明
In this tutorial I will teach you how to texture a high resolution VFX character bust. We first I discus the UV layout and UV theory before get started. We will be using primarily Substance Painter for most of the texturing however we will also use Mari for some very basic projection work.
I'll go over the texturing of the armor/mouth from start to finish with me giving guidance every step of the way. I cover the skin texturing however it will not be realtime and as in depth as the armor. I use Mari for the skin as it is much better at projecting images. We will explore all the layers and channels I exported out for this character and give a complete breakdown of how I ended up with the final result.
Texturing in VFX is slightly different to texturing in games. We tend to require much higher resolutions. This means that on a typical hero VFX model, it can often require hundreds of UDIMS. This can make texturing quite difficult, however In this tutorial I will show you how to manage heavy assets like this.
Although this tutorial is aimed at VFX, everything I show is transferable to game asset texturing. Whats important is the fundamental ideas behind texturing.
Enjoy!
描述:
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