Genial
Proyectar y mapas de Uvs
Qu茅 aprender谩s sobre texturizado de escenarios
Tipos de assets
Texturizando materiales en Zbrush: Madera, Metal y Roca
Texturizando materiales en Zbrush: Hueso y Tela
驴Qu茅 es UV Mapping? y 驴C贸mo hacerlo dentro de Blender?
M茅todos de UV Mapping: Autom谩tico, Tileable, Espacio 0,1
Texel Density
Texturizar Assets
Texturas, shaders y materiales
Usos y tipos de texturas
Texture Atlas, ColorID y organizaci贸n por material
Optimizar Assets: Bake
驴Qu茅 es un Bake?
Bake: Usando Marmoset para optimizar nuestros assets High Poly
Bake: Problemas comunes y soluciones
Apropiar conceptos de dise帽o en texturas
Rueda crom谩tica y teor铆a de color en texturas
Estilos y m茅todos de texturizado
Referencias: Analizando nuestras im谩genes antes de empezar a texturizar
Texturizar Assets: Substance Painter
Substance Painter: Nociones b谩sicas
Substance Painter: Texturizando un asset estilizado PBR
Texturizando un asset estilizado usando Photoshop
Texturizar Assets: Trim Texture
驴Qu茅 es una Trim texture y para qu茅 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 m谩s importantes: Introducci贸n
Substance Designer y los nodos m谩s importantes: Finalizado
Dise帽ando nuestro shader: Lava
Texturizando un Asset Tileable e H铆brido
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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Creating visually appealing scenarios is essential in video game development, and one of the key aspects is to give movement and life to materials and textures. An advanced approach is through shader complication and implementation of dynamic textures, which can significantly increase the player's interest in the environment. Below, we explore an essential procedure for achieving this in detail.
To achieve dynamic material, we start with a simple base structure where we drag each texture and place it in its corresponding position. Some key considerations include:
The movement in the textures manages to give life and dynamism to the scene. To establish this movement, coordinate nodes and multipliers are used:
The use of pan nodes allows you to move textures in designated directions:
For example, to move the texture on the X-axis, we set:
# X-axis move speed settingtime = 0.01.
It is essential to keep subtle values to achieve a natural movement.
Adjusting the normals and emission can add additional dimensions to the material, creating more complex light interaction effects:
The emission intensity setting determines how much light the material emits:
Finally, creating an instance of the material and trying different textures, scales and intensities allows you to customize and optimize the result. Experimenting with extreme values can yield dramatic results, from raging lava to more subtle effects near rocks.
This approach not only increases visual appeal but also results in an immersive in-game experience, capable of capturing and holding the player's attention. By integrating these steps, you can turn standard materials into living, breathing elements within a game environment. Go ahead with creativity and experimentation in your projects!
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