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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Creando un Shader complejo en Unreal: Panner

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Resources

How to create a more visually appealing graphics engine?

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.

How do we structure the base material?

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:

  • Sorting: placing colors in the color slot and normals in the corresponding channel.
  • Packed textures: Pack textures in different channels as previously configured.
  • Emission: Place the emission texture in its designated channel.

How is texture movement configured?

The movement in the textures manages to give life and dynamism to the scene. To establish this movement, coordinate nodes and multipliers are used:

  1. Texture coordinate node: used to locate textures within the world.
  2. Multiplier: Set up a multiplication node that allows to repeat the texture over the object, facilitating the scale management.
  3. Scaling parameter: Create a constant parameter called 'scale' to define how many times the texture will be repeated.

How to animate a texture on X axis?

The use of pan nodes allows you to move textures in designated directions:

  • Pan node (Pan): This node determines the direction of movement within an axis. Adjust the time value to change the speed.

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.

How to play with normals and emission?

Adjusting the normals and emission can add additional dimensions to the material, creating more complex light interaction effects:

  • Lerp Node: Combine values to generate a black and white mask, using only one emission channel.
  • Normal Map: Add dynamism through normal mapping, which aids in texture interaction with light.

Emission intensity setting

The emission intensity setting determines how much light the material emits:

  1. Intensity Multiplier: Multiply the intensity of the emission channel to adjust the brightness.
  2. Intensity value: Modify the value to control how much brightness you want in the material.

Customization and optimization

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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