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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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Prior to running a projection on your model it is a good idea to do some initial setup. One of the first important steps is to protect your work. One method of protecting the high polygon model and the game model is to create additional duplicates. These duplicates will serve as our projection source and target models. The primary purpose of this method is so that if you determine that you do not like the outcome of your projection than you can go back to the originals and make changes.
We will be breaking this projection into two different projections in order to maximize the quality of the outcome. Due to the complex shape of our handle and the addition of the ropes going around it on the high polygon object, creating two projections will produce optimal results. We can always combine the two projection results within Photoshop later on. It is often common to have multiple projections during the texture mapping process.
Starting out it may be difficult to know when and where multiple projections are necessary. This is best learned through experience and it is a good idea to practice modeling and projecting often. With time and experience under your belt you will quickly be able to make those decisions. Until you are familiar with making projections you can always run test projections which will help you in determining where you should split a projection up into multiple projections. Always remember that the goal is to project the high polygon detail onto the low polygon object with as much accuracy as possible.
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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.