Ultimate Blender 3.6 Modeling Course with PBR Texturing

所在平台: Udemy

课程主页: https://www.udemy.com/course/ultimate-blender-36-modeling-course-with-pbr-texturing/

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### **Blender 3.6 建模与 PBR 纹理终极课程** 本课程将带你掌握 Blender 中创建复杂 3D 资产的核心技能,专注于使用多边形建模方法,确保干净的拓扑结构,避免后期出现着色问题。你将能够创建出适用于任何游戏引擎的 3D 模型,并赋予 PBR 纹理。 **课程亮点:** * **精通建模基础:** 即使是初学者,也能轻松掌握低多边形网格创建中的拓扑技术,以及如何有效运用细分修改器。 * **高效工作流程:** 学习合并 Loose Vertices、正确的缩放、移动和旋转轴向使用,以及 Mirror Modifier 的强大功能,节省大量制作时间。 * **详尽的 UV 展开:** 掌握标记 Seams 的技巧,熟悉 Blender 的常规展开和 Smart UV 功能,并学会正确对齐 UV Islands,优化纹理效果。 * **专业的 PBR 纹理制作:** 深入理解 Metallic 和 Non-Metallic 材质的区别,掌握 Roughness 值在渲染引擎中的应用。 * **高级纹理技术:** 学习如何利用烘焙的 Mesh Maps 创建独特纹理,包括通过 Height 值创建 Normal Maps,以及运用颜色变化、Smart Masks、Alpha Textures 和网格绘画等高级技巧。 完成本课程后,你将能够独立完成高质量的 3D 建模和 PBR 纹理制作,为你的游戏或数字艺术项目打下坚实基础。

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课程详情

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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