Proyectar y mapas de Uvs

1

Qué aprenderás 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

¿Qué es UV Mapping? y ¿Cómo hacerlo dentro de Blender?

6

Métodos de UV Mapping: Automático, 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 organización por material

Optimizar Assets: Bake

11

¿Qué es un Bake?

12

Bake: Usando Marmoset para optimizar nuestros assets High Poly

13

Bake: Problemas comunes y soluciones

Apropiar conceptos de diseño en texturas

14

Rueda cromática y teoría de color en texturas

15

Estilos y métodos de texturizado

16

Referencias: Analizando nuestras imágenes antes de empezar a texturizar

Texturizar Assets: Substance Painter

17

Substance Painter: Nociones básicas

18

Substance Painter: Texturizando un asset estilizado PBR

19

Texturizando un asset estilizado usando Photoshop

Texturizar Assets: Trim Texture

20

¿Qué es una Trim texture y para qué 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 más importantes: Introducción

24

Substance Designer y los nodos más importantes: Finalizado

25

Diseñando nuestro shader: Lava

26

Texturizando un Asset Tileable e Híbrido

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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Bake: Usando Marmoset para optimizar nuestros assets High Poly

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Resources

How to secure a 3D model before exporting it with Blender?

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.

  1. Origin setting: Make sure that the origin of the model is in the correct position.
  2. Correct nomenclature: Verify that the nomenclature of your model follows a consistent standard. For example, use prefixes such as "LowPoly" or "HighPoly" to distinguish different detail versions of a model.
  3. Material reference colors: Make sure your model has assigned colors for materials, which will be useful in texturing programs.

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.

How to handle the Marmoset Toolbag interface for texturing?

Once you have your model in Marmoset, familiarize yourself with the three main sections: hierarchy, 3D environment, and materials and textures.

  • Loading models: Import your model in LowPoly and HighPoly into the environment.
  • Positioning: Make sure that both models are correctly aligned.

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.

What are the basic settings to perform a Bake in Marmoset?

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:

  1. Essential textures:

    • Normals: Capture the original detail of the HighPoly.
    • Ambient Occlusion: Generates its own shadows.
    • Material ID: Refers to the colors defined for the different parts.
  2. Additional settings:

    • Height: Shows the relative height within the space.
    • Thickness: Shows the internal parts of the model.
    • Curvature: Defines the concavities and protrusions.

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.

What other aspects should we consider when using Marmoset Toolbag?

  1. Folder location: Carefully define in which folders the textures will be saved, as efficient organization can save time.

  2. 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.

  3. 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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interesante clase!