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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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We can transfer our high poly detail over to our low poly game object using Transfer Maps within Maya’s lighting and shading render menu. A projection will need to have the low poly object selected as the target mesh. The target mesh is the object that will be receiving all the detail from the source object. The source object will be our high poly object. We will need to assign both the target and source objects and then set up the envelope so that everything we want to capture is inside of it.
We can capture more than just the bump detail of our high polygon object. A projection can be used to capture several different aspects of our high poly object such as the color texture information and even create occlusion mapping. The great thing about the ability to capture the color information is that the high poly texture information will be moved to the proper location on the UV map of the game object. This allows us to have more freedom when developing our texture on the high poly object.
Running a projection can be a time consuming process. For this reason it is recommended to always use the Bake and Close option after setting up the projection. This way you can walk away from your computer while the projection is being run and at a glance of your monitor you can tell if it is complete. When the projection is finished the Transfer Maps window will no longer be open. Once the window is closed you will quickly know that you can come back and get back to work on your model.
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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.