el ultimo screenshot es de un sistema de operaciones del blueprint en unreal, nada que ver con los materiales, pero admito que hay materiales complejos que igualan esa cantidad de nodos.
Proyectar y mapas de Uvs
Qu茅 aprender谩s sobre texturizado de escenarios
Tipos de assets
Texturizando materiales en Zbrush: Madera, Metal y Roca
Texturizando materiales en Zbrush: Hueso y Tela
驴Qu茅 es UV Mapping? y 驴C贸mo hacerlo dentro de Blender?
M茅todos de UV Mapping: Autom谩tico, Tileable, Espacio 0,1
Texel Density
Texturizar Assets
Texturas, shaders y materiales
Usos y tipos de texturas
Texture Atlas, ColorID y organizaci贸n por material
Optimizar Assets: Bake
驴Qu茅 es un Bake?
Bake: Usando Marmoset para optimizar nuestros assets High Poly
Bake: Problemas comunes y soluciones
Apropiar conceptos de dise帽o en texturas
Rueda crom谩tica y teor铆a de color en texturas
Estilos y m茅todos de texturizado
Referencias: Analizando nuestras im谩genes antes de empezar a texturizar
Texturizar Assets: Substance Painter
Substance Painter: Nociones b谩sicas
Substance Painter: Texturizando un asset estilizado PBR
Texturizando un asset estilizado usando Photoshop
Texturizar Assets: Trim Texture
驴Qu茅 es una Trim texture y para qu茅 sirve?
Modelando nuestra primer Trim Texture con Blender y Zbrush
Texturizando nuestra primer Trim Texture con Marmoset y Substance painter
Texturizar Assets: Tileable Texture
Substance Designer y los nodos m谩s importantes: Introducci贸n
Substance Designer y los nodos m谩s importantes: Finalizado
Dise帽ando nuestro shader: Lava
Texturizando un Asset Tileable e H铆brido
Importar assets en Unreal
Alistando nuestras texturas para Unreal
Crear un Master Material en Unreal
Set Dressing
Creando un Shader complejo en Unreal: Panner
Creando un Shader complejo en Unreal: Tesselation
Exportar para portafolio: Marmoset
Portafolio en Marmoset
Conclusiones
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A texture is the basic element to enhance objects in a virtual scenario. It is an image that provides information about the properties of a shader, such as the color, the roughness or smoothness of the surface, and its ability to reflect or absorb light. These textures are placed on the surface of an object, which makes it crucial to cut our model in two dimensions using the UV mapping process, allowing the textures to adhere correctly.
Shaders are responsible for adding dynamic properties to materials in a video game. These properties include:
The integration of these properties through shaders gives rise to the concept of material in 3D design.
We can imagine a material as a box containing various shader properties. This "box" generates the desired look and behavior of an object within our scenery. Materials are essential to create complex textures and visual effects, such as:
These effects are achieved through textures that are combined in a series of instructions handled by the game engine.
The intensive use of shaders and complex materials can result in a high consumption of game engine resources. To avoid performance issues and maintain efficiency, it is recommended to:
Research and collect material references: Use platforms such as Pinterest to search and get inspired by different types of materials that could enrich your in-game scenarios.
Experiment and practice: Don't hesitate to experiment with different shaders and material compositions for innovative and unique effects.
Continuous optimization: Always look for ways to make your materials more efficient to ensure smooth game engine performance.
Keep in mind that material design is a constantly evolving field, so it's essential to stay up to date with the latest techniques and tools in the industry - continue to explore and hone your game design skills!
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el ultimo screenshot es de un sistema de operaciones del blueprint en unreal, nada que ver con los materiales, pero admito que hay materiales complejos que igualan esa cantidad de nodos.
Excelente info, el profe explica genial 馃槑
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