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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21 Hrs
24 Min
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Texturizando nuestra primer Trim Texture con Marmoset y Substance painter

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Resources

How to create a plane with the same size and apply textures?

Creating a plane with the same size in a 3D scene is essential for a correct application of textures. This process can be done by duplicating an existing plane and separating it from the original texture. Here's how to do it:

  1. Duplicate existing plane:
    • Select the current plane.
    • Press Shift + D to duplicate it.
    • Use P to separate the duplicated plane from the original texture.

This automatically creates a new file with an appropriately placed UV map. The ease of distributing the UV map on a plane avoids spacing problems or the generation of misaligned areas.

How to export textures from a 3D model?

Exporting textures properly is key to work with them later in other programs. To do this:

  1. Assign a name to the file:

    • Make sure to name it appropriately, for example, Trinh_Anders_cor.
  2. Save to the appropriate folder:

    • It is crucial to organize your files. Save them in the folder assigned to that project.
  3. Efficient export:

    • Use Fay and select the desired export format, such as Targa, to ensure correct export of textures.

How to import and configure 3D models?

The process of importing and configuring 3D models involves following a series of steps to ensure that models are rendered with correct textures and settings.

  1. Import the model:

    • Use the file menu to change the way you import and learn new techniques.
    • Select Alimport to choose your high quality 3D model file.
  2. Configure the imported model:

    • Create a new group to keep the project hierarchy organized.
    • Make sure that each texture is correctly placed within Your Tags.
  3. Preview and Adjust:

    • Use the preview option to confirm that the textures are placed correctly in the model.

How to apply smart materials and textures to 3D models?

Applying smart materials is crucial to obtain attractive and realistic textures. Here is how to do it:

  1. Apply Smart Materials:

    • Select a previously created smart material for the base of the model.
    • Make sure to change the base color if necessary, e.g. to a gold.
  2. Import colors and textures:

    • Import the color ID and set it within the project.
    • Use color selection masks to define specific areas of the model.
  3. Modify material properties:

    • Change the level of reflectivity(Roughness) and metallic properties(Metallic) according to project requirements.
  4. Refinement with subjectivity:

    • Adjust edges, curvature curve and ambient occlusion to highlight details.

This process allows you to create complex and detailed textures that significantly improve the visual design of your models. It is always essential to follow the steps meticulously to obtain optimal results.

How to export for Unreal and other graphics engines?

Efficient export for Unreal Engine or other graphics engines is critical to ensure optimal performance and visual quality:

  1. Configure the export:

    • Change the dilation options to a standard, for example, 10 pixels.
  2. Export to Unreal Engine:

    • Use the proper format that allows correct texture rendering within the engine.
  3. Texture optimization:

    • Make sure that textures are well organized and ready for the working environment.

These actions not only help in the creation of quality textures, but also pave the way for an optimized and efficient workflow in video game design and more complex visual projects. Keep exploring, learning and improving your 3D design skills!

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Este man no ense帽a nada, solo avanza y teoriza. Hay Cursos de Udemy m谩s adecuados para alguien que reci茅n est谩 iniciando con estos programas

Peque帽a practica de trim textures montada en Blender. La textura est谩 esculpida en ZBrush y utilice el m茅todo de texturizado con Photoshop.

Am茅 est茅 curso, gracias.

Muy buena clase!

Cuando hacemos el modelo LowPoly en Blender no lo dejamos al nivel de la planilla?

Hola Nicol谩s, disculpa puedes subir el archivo de Substance? Me gustar铆a saber como lograste los detalles oscuros en la textura dorada, no logro que me quede asi