Proyectar y mapas de Uvs

1

Qu茅 aprender谩s sobre texturizado de escenarios

2

Tipos de assets

3

Texturizando materiales en Zbrush: Madera, Metal y Roca

4

Texturizando materiales en Zbrush: Hueso y Tela

5

驴Qu茅 es UV Mapping? y 驴C贸mo hacerlo dentro de Blender?

6

M茅todos de UV Mapping: Autom谩tico, Tileable, Espacio 0,1

7

Texel Density

Texturizar Assets

8

Texturas, shaders y materiales

9

Usos y tipos de texturas

10

Texture Atlas, ColorID y organizaci贸n por material

Optimizar Assets: Bake

11

驴Qu茅 es un Bake?

12

Bake: Usando Marmoset para optimizar nuestros assets High Poly

13

Bake: Problemas comunes y soluciones

Apropiar conceptos de dise帽o en texturas

14

Rueda crom谩tica y teor铆a de color en texturas

15

Estilos y m茅todos de texturizado

16

Referencias: Analizando nuestras im谩genes antes de empezar a texturizar

Texturizar Assets: Substance Painter

17

Substance Painter: Nociones b谩sicas

18

Substance Painter: Texturizando un asset estilizado PBR

19

Texturizando un asset estilizado usando Photoshop

Texturizar Assets: Trim Texture

20

驴Qu茅 es una Trim texture y para qu茅 sirve?

21

Modelando nuestra primer Trim Texture con Blender y Zbrush

22

Texturizando nuestra primer Trim Texture con Marmoset y Substance painter

Texturizar Assets: Tileable Texture

23

Substance Designer y los nodos m谩s importantes: Introducci贸n

24

Substance Designer y los nodos m谩s importantes: Finalizado

25

Dise帽ando nuestro shader: Lava

26

Texturizando un Asset Tileable e H铆brido

Importar assets en Unreal

27

Alistando nuestras texturas para Unreal

28

Crear un Master Material en Unreal

29

Set Dressing

30

Creando un Shader complejo en Unreal: Panner

31

Creando un Shader complejo en Unreal: Tesselation

Exportar para portafolio: Marmoset

32

Portafolio en Marmoset

33

Conclusiones

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Texturas, shaders y materiales

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Resources

What is a texture in video game design?

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.

How do shaders work in materials?

Shaders are responsible for adding dynamic properties to materials in a video game. These properties include:

  • Motion: Makes an object, such as the ocean in a game, appear to move.
  • Interaction with light: Endows the material with characteristics such as diffusivity, translucency or light reflection.
  • Emissive properties: Allow the object not only to receive light, but also to emit it.
  • Physical interaction: Facilitates interaction between different objects, such as a sphere rolling on grass.

The integration of these properties through shaders gives rise to the concept of material in 3D design.

What is a 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:

  • Lava: transmits light, moves and presents a luminous emission.
  • Ice: Allows light to permeate, reflect and show depth.

These effects are achieved through textures that are combined in a series of instructions handled by the game engine.

How to optimize the use of shaders and materials in a 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:

  • Create lightweight materials with a reduced number of instructions.
  • Use visual programming to manage complex materials, making sure that the engine is not overloaded.

Practical tips and recommendations

  1. 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.

  2. Experiment and practice: Don't hesitate to experiment with different shaders and material compositions for innovative and unique effects.

  3. 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

**Textura:** Contiene informaci贸n de las propiedades que puede tener un shader. En estas propiedades hay informaci贸n sobre el color, si un material es aspero o liso, si el material refleja o no la luz. Se ubican encima de las UV del objeto 3D. Las texturas se componen en varios tipos conocidos como shaders **Shaders:** sirven para generar propiedades din谩micas en los materiales, propiedades como movimiento, traslucido, reflexion, emusiones. la uni贸n de todos los shaders nos genera un material.