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
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Maya comes packed with several different substances which can be used to quickly develop really nice texture maps on your models. A substance is an editable set of textures that allow for various attributes to be changed. For instance, a substance can allow for a developer to define how many planks of wood are going to be on the surface or how old a wooden surface is. The substance can later be changed into a file based texture network so it can be projected onto a low polygon model. The great thing about substances is that they are quick easy solutions for getting a base texture right away that is nearly completed. This will just be a very brief introduction to substances and you are encouraged to explore the many options available with them.
When you are making use of substances that you are applying to your models surface some adjustments are going to be necessary. Since we are applying the substance to the surface of our high polygon model we do not need to worry about the placement of the UVs. If the location of our UVs conflict with the substance material we can adjust the location of the UV shells to better fit the substance maps. When we are all done setting up our high polygon model and then bake it over to our low polygon model we will in turn be baking the textures over to the correct UV map on our game object. Remember that the only thing that matters when developing the high polygon asset for baking is the appearance.
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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.