本教程是关于Marmoset与3dsmax机甲硬表面纹理贴图制作视频教程第二季,时长:1小时20分,大小:1.2 GB ,MP4高清视频格式,教程使用软件:3ds Max, Marmoset, Photoshop,共7个章节,作者:Stephen Wells,语言:英语。
Marmoset Toolbag是8Monkey公司旗下用来展示游戏模型效果的工具包,Toolbag是一个实时的材料编辑和演示工具,Marmoset是8monkey公司所拥有的游戏引擎和工具集合的总称,而这款Marmoset Toolbag是他们推出的软件,该软件的主要特征功能是可以进行实时模型观察、材质编辑和动画预览,它能给游戏艺术家提供一个快速、简单、实用的应用平台来为其余人展示他们的辛勤劳动成果。
3D Studio Max,常简称为3ds Max或MAX,是Autodesk公司开发的基于PC系统的三维动画渲染和制作软件。其前身是基于DOS操作系统的3D Studio系列软件。在Windows NT出现以前,工业级的CG制作被SGI图形工作站所垄断。3D Studio Max + Windows NT组合的出现一下子降低了CG制作的门槛,首选开始运用在电脑游戏中的动画制作,后更进一步开始参与影视片的特效制作,例如:《X战警II》,《最后的武士》等。
第一季:https://www.rr-sc.com/thread-16746583-1-1.html
第二季:https://www.rr-sc.com/thread-16747684-1-1.html
第三季:https://www.rr-sc.com/thread-16747685-1-1.html
第四季:https://www.rr-sc.com/thread-16747686-1-1.html
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After creating a mesh, in this case a mechanical Dreadnought, it’s not enough to simple have a greyscale model…now comes texturing! Texturing models can be a daunting task because there are so many tools/programs geared towards creating texturing that are stylized or physically based, it can be confusing. Photoshop, a standard in texturing, is the simplest, most direct method to create first a colour base and then add details, via masks, to the colours for better realism. Once the model has a base diffuse/albedo, we can then still use Photoshop to create the glossiness and metal maps to support PBR workflows without requiring any third party (or more expensive) program to create acceptable end results. One need only understand the PBR basics to understand how using simple Photoshop filters and masks can help create the needed details to make our model look dirty/rusty and worn as nothing looks faker or more phoney than perfect colours on a Dreadnought mechanical robot that has seen many battles. So, we’ll be able to first create a base diffuse/albedo so we have the colour scheme for the mech and then we’ll focus on creating the detailing/dirt/grime needed to help give the diffuse/albedo a more ‘lived in’ quality. Masking is an integral part of Photoshop’s suite of tools and we’ll be using it to help with our coluors as well as our metals.After we established our colour palette, it’ll then be deciding which parts of the mech are metallic, which are rubber and which are plastic so we can use Photoshop to help create the different textures needed for the PBR pipeline.
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