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Ultimate Weapon Tutorial:Texturing
Gumroad на русском
Автор:Tim Bergholz
Студия:Gumroad
Год:2015
Продолжительность:2 часа 30 минут
Язык:Английский
Программное обеспечение:Substance Painter, Photoshop
Learn how to create state of the art textures that are as close to photo realism as it can get for video game standards.
Using the industries latest PBR techniques we will start by baking out all the essential maps and continue with a short introduction into some of Painter’s core features. Learn how to import our freshly baked normal map in to Photoshop where we add some diamond pattern to our grip part of the AKM.
Back in Painter we will then tweak a procedural wood texture until it matches our reference image and apply all the important base materials to our model.
We continue with several passes of wear and tear and go through every individual object to make sure that it looks perfect from every angle we are looking from. Learn how to hand paint in normal map information straight on to our mesh as well as fine tuning procedural techniques to get the wear and tear in just the right amounts that we want to have.
At the end we will have a look at some of the export options where we can get them ready for Marmoset or any other target engine.
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Gumroad на русском
Автор:Tim Bergholz
Студия:Gumroad
Год:2015
Продолжительность:2 часа 30 минут
Язык:Английский
Программное обеспечение:Substance Painter, Photoshop
Learn how to create state of the art textures that are as close to photo realism as it can get for video game standards.
Using the industries latest PBR techniques we will start by baking out all the essential maps and continue with a short introduction into some of Painter’s core features. Learn how to import our freshly baked normal map in to Photoshop where we add some diamond pattern to our grip part of the AKM.
Back in Painter we will then tweak a procedural wood texture until it matches our reference image and apply all the important base materials to our model.
We continue with several passes of wear and tear and go through every individual object to make sure that it looks perfect from every angle we are looking from. Learn how to hand paint in normal map information straight on to our mesh as well as fine tuning procedural techniques to get the wear and tear in just the right amounts that we want to have.
At the end we will have a look at some of the export options where we can get them ready for Marmoset or any other target engine.
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