Updated On 02 Feb, 19
Updated On 02 Feb, 19
Course Introduction and User Interface - Working with the Viewport - Understanding Primitives - Working with Projects - Extrude and Edge Loop Tools - Bridge, Extrude and Multiple Edge Loops - Manual Boolean Operation - Mirroring and Symmetry - Edge Normals - Understanding UV Maps - Automatic Mapping - Projection Mapping and Unfold - UV Sew and UV Layout - UV Map Arrangement - Delete History and Layer Editor - Edge to Curve and NURBS to Poly - Duplicate Special - Create and Assign Materials - Material Color and Specularity - Applying Substances - Creating the UV Snapshot - UV Snapshot Setup in Photoshop - Creating the Rope Texture - Texture Based Normal Map - Assign the Normal Map - Setup for Projection - High Poly to Low Poly Projection - Finishing Up the Textures - Applying Materials to Game Objects - Unreal Engine 4 Grid Settings - Image Planes - Basic NURBS Shaping - Basic NURBS Shaping Continued - Basic NURBS Shaping Final - Live Surface Preparation - Modeling Toolkit Quad Draw - Continued Work with Quad Draw - Edge Spiders - Component Editor - Smooth Preview - Model Cleanup - Custom Viewport Layouts - MEL Script Basics - MEL Echo All Commands
4.1 ( 11 )
Prior to developing textures for a model it is a good idea to setup the base materials. A material is not the same thing as a texture itself. Think for instance that not all metal objects are the same color but they do all share similar characteristics including their specularity, reflectivity and so on. While a diffuse texture will define the color of the object the material will be used to define many other attributes. The three primary materials that will be most commonly used are the Blinn, Phong and Lambert. A Blinn is primarily the material that is used for metal objects like those that would be made from iron or steel. A lambert is much like a bland material such as cloth or carpet and a Phong would be what you would assign to a plastic object.
It is a great idea to identify exactly how many materials will make up an object. Once we have identified exactly how many materials we will need for our object we will open the Hypershade Editor. Using the Hypershade Editor we can view all of the materials within our scene file. We can also use the Hypershade Editor to quickly create multiple materials at the click of a button. As we develop our material library we will give each of the new materials a name so that we can identify them easily. After we have created all the materials that we will need for our object we will go ahead and cover some of the various methods that can be used to assign them to the objects surface.
The above video was developed by Brain Poof. The views and opinions being expressed by any narrator of any multimedia provided on this channel are the sole product of Brain Poof.
Sep 12, 2018
Excellent course helped me understand topic that i couldn't while attendinfg my college.
March 29, 2019
Great course. Thank you very much.