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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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You are at that exciting point in 3D design where you have all your textures ready and you are ready to start bringing your models to life in Blender. The process starts by using the preview mode, as you need to replicate this work in Unreal Engine to create more optimal materials. This is because in Unreal, the effects will not import with the textures applied directly from Blender.
Before applying textures, it is essential to organize your elements. In Blender, make sure that all objects are properly separated by individual elements, such as platform, railing and balustrade. Then, put these elements together into more complex groups, which will make it easier to import them into the graphics engine. For example, you could group the railing with a "Trim" texture, the platform with a "Tileable" and the balustrade with a "Unic".
Start the process by creating a new material for each of the groups of elements you have in your scene.
#Activating Node Wrangler- Open 'File > Preferences > Plugins'- Find and activate 'Node Wrangler'.
The next step is to apply textures to the newly created materials.
# Texture Application- Use Ctrl + T to automatically link the texture to the shader- Select the desired color texture and watch how it is applied to the object.
Optimization is a crucial point to improve performance in the graphics engine. It erases faces or surfaces that the player will never see, such as the underside of elements that are attached to the ground. This technique not only improves processing efficiency but also makes Trim texturing easier.
Using Trim Textures in Blender allows you to efficiently texture repetitive models such as railings and columns.
#Use 'Unwrap' to unfold the texture onto the model.2. Adjust the texture rectangle to fit the desired object area.
Once you have finished texturing in Blender, it will be time to transfer this process to Unreal Engine. Here, you will create the materials directly to ensure that the effects are maintained when importing the models. This will facilitate the next step in development: implementing the gameplay and other interactive elements within Unreal.
Keep learning, explore the capabilities of Blender and Unreal, and experiment to achieve environments that captivate in every detail! Remember, in game development every texture counts to immerse players in unique stories.
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