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: Problemas comunes y soluciones

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Resources

What are common mistakes in the Beit process?

Working with Beit can be challenging, and it is common to encounter certain errors if you don't pay attention to some key details. These mistakes can not only complicate the process, but can also affect the quality of the generated textures. Understanding these errors and learning how to resolve them is critical to optimizing your workflow. Below, we'll explore the most common stumbling blocks when importing files and the solutions you can apply.

Double naming models

One of the most common mistakes is improperly naming the files for both high and low resolution models. When both models are named the same, such as "lo", it creates conflicts when loading files in bulk into the work environment. If the files are not labeled correctly, the system may get confused and this causes problems during baking. The solution is to make sure that each file is labeled correctly. Renaming a file is easy: double-click and adjust the nomenclature, clearly differentiating between "High" and other models.

Ignoring ambient occlusion options

Another common mistake occurs when working with multiple simultaneous models without paying attention to the ambient occlusion settings. Often, the option to ignore groups is left selected, which affects the way shadows are cast on the environment. This oversight results in inappropriate shadows, where shadows from one object fall directly on another. To resolve this dilemma, disable the ignore groups option from the baking settings menu.

Problems with strange normals

When moving models, normals are not always uniform, especially if the model has sharp unsupported vertices. These anomalies in the normals can distort the representation of the model in the job engine. There are two effective methods to solve this:

  1. Modify the model: adjust the model design, such as replacing strict points with cylinders that are not completely closed.

  2. Repair the texture: Use texture editing tools such as Forestop to correct broken gradients. Inspect the cage texture, making sure the gradient is continuous and uniform, adjusting problem areas to turn discordant colors into a smooth transition from purple to blue.

Once these steps are implemented, the final rendering should improve without noticeable deformations in the normals.

How to avoid future problems?

While the above problems are the most common, other challenges may arise depending on the program you use and the way you export and import your files. To mitigate further complications, it is advisable to visit specialized forums, such as those of Marmoset, where you can find solutions to problems specific to the program you are using. Being aware of these tips and recommendations will allow you to perform the Beit process more effectively and smoothly.

Tips for a smooth workflow:

  • Create a uniform naming system: Make sure all your files follow a consistent naming pattern to avoid confusion.

  • Monitor program settings: Before starting work, check shadow and group settings to ensure they are appropriate for your project.

  • Monitor changes in normals: Regularly inspect your model normals to identify and correct problems early.

Knowing and anticipating these common errors not only optimizes your workflow but also helps you deliver higher quality results. Keep learning and improving your skills, and you will soon see noticeable progress in your Beit projects.

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