Hay otra aplicacion que haga una tarea semejante a Marmoset?
Proyectar y mapas de Uvs
Qué aprenderás sobre texturizado de escenarios
Tipos de assets
Texturizando materiales en Zbrush: Madera, Metal y Roca
Texturizando materiales en Zbrush: Hueso y Tela
¿Qué es UV Mapping? y ¿Cómo hacerlo dentro de Blender?
Métodos de UV Mapping: Automático, Tileable, Espacio 0,1
Texel Density
Texturizar Assets
Texturas, shaders y materiales
Usos y tipos de texturas
Texture Atlas, ColorID y organización por material
Optimizar Assets: Bake
¿Qué es un Bake?
Bake: Usando Marmoset para optimizar nuestros assets High Poly
Bake: Problemas comunes y soluciones
Apropiar conceptos de diseño en texturas
Rueda cromática y teoría de color en texturas
Estilos y métodos de texturizado
Referencias: Analizando nuestras imágenes antes de empezar a texturizar
Texturizar Assets: Substance Painter
Substance Painter: Nociones básicas
Substance Painter: Texturizando un asset estilizado PBR
Texturizando un asset estilizado usando Photoshop
Texturizar Assets: Trim Texture
¿Qué es una Trim texture y para qué 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 más importantes: Introducción
Substance Designer y los nodos más importantes: Finalizado
Diseñando nuestro shader: Lava
Texturizando un Asset Tileable e Híbrido
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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Whenever we work with 3D models in Blender, it is crucial to properly prepare the model before exporting it. First, let's verify that our abutment is in the right position and that all the settings are correct.
When everything is ready, we proceed to export in FBX format. Before exporting, activate the option to select objects, making sure that the X-axis points forward and the Z-axis points up. You must also make sure to export with face normals and tangent space enabled.
Once you have your model in Marmoset, familiarize yourself with the three main sections: hierarchy, 3D environment, and materials and textures.
When you open the "Baker" tool, you will need to designate the locations for the High and Low models, as well as for exporting the textures. Once the models are loaded, make sure they are placed correctly in 3D space, as this is the basis for a good detail transfer.
During the Bake process, it is essential to take into account the textures that we are going to generate from the Low model from the High:
Essential textures:
Additional settings:
Set the output format, such as TGA, and define a convenient nomenclature so as not to lose clarity about which files represent which features of the model. Then, after a preview of the Bake, you finally export the textures to the given directory.
Folder location: Carefully define in which folders the textures will be saved, as efficient organization can save time.
Texture formats and quality: Use high quality output formats to preserve visual integrity, such as TGA, and consider the number of bits when selecting the format.
Texture recognition: Familiarize yourself with the generated textures - check Ambient Occlusion, Curvature and Material ID textures to ensure that they have been generated correctly.
Through these practices, ensure that 3D models intended for video games or other applications have an efficient Bake process that highlights important details without compromising performance. These steps are crucial for any artist working with 3D graphics and trying to take the next step in their creative process - keep moving forward and take your skills to new horizons!
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Questions 1
Hay otra aplicacion que haga una tarea semejante a Marmoset?
me encanta marmoset!
interesante clase!
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