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所在平台: Udemy |
课程主页: https://www.udemy.com/course/texturing-characters-for-vfx/
课程评论:没有评论
**课程名称:** VFX角色纹理绘制 **课程概述:** 本课程将教授如何为高分辨率的VFX角色半身像进行纹理绘制。课程将首先讨论UV布局和UV理论,然后主要使用Substance Painter 2019进行大部分纹理绘制工作,也会辅以Mari进行一些基础的贴图投射。 讲师将从头到尾详细讲解盔甲和嘴部的纹理绘制过程,并提供全程指导。皮肤纹理绘制部分虽然会讲解,但不会是实时演示,也不会像盔甲部分那样深入。课程会使用Mari进行皮肤纹理绘制,因为它在投射图像方面表现更佳。 课程还将深入探讨导出的所有图层和通道,并完整解析最终效果的达成过程。 **课程重点:** * **VFX与游戏纹理的区别:** VFX纹理需要更高的分辨率,并且可能需要数百个UDIMs,这给纹理绘制带来了挑战。本课程将演示如何管理这类大型资产。 * **软件运用:** 主要使用Substance Painter 2019,辅以Mari进行基础的贴图投射。 * **技术讲解:** 涵盖UV布局、UV理论、纹理绘制流程、图层和通道的导出与应用。 * **实操演示:** 详细演示盔甲和嘴部纹理绘制,皮肤纹理绘制虽然不是实时,但也包含关键技术的讲解。 * **适用性:** 课程内容虽然针对VFX,但所有技术和理念都可迁移到游戏资产纹理绘制中。 **核心理念:** 课程强调纹理绘制背后的基本原理和思路。
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 2019 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 armour/mouth from start to finish with me giving guidance every step of the way. I cover the skin texturing however it will not be real-time and as in depth as the armour. 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. What's important is the fundamental ideas behind texturing. Enjoy!