Udemy - Texturing Characters for VFX
Substance Painter 和 Mari 影视角色材质纹理创建教程。
在本教程中,我将教您如何为高分辨率VFX角色半身像制作纹理。在开始之前,我们首先讨论UV布局和UV理论。我们将主要使用Substance Painter进行大部分纹理制作,但我们也将使用Mari进行一些非常基本的投影工作。
我将从头到尾检查盔甲/嘴巴的纹理,并在每一步都提供指导。我覆盖皮肤纹理,但它不会像盔甲那样实时和深度讲解。我将使用Mari用于皮肤材质的制作,因为它在投影图像方面要好得多。我们将探索我为这个角色导出的所有图层和通道,并完整地分解我是如何最终得到最终结果的。
VFX 中的纹理与游戏中的纹理略有不同。我们倾向于要求更高的分辨率。这意味着在典型的英雄视觉特效模型上,它通常需要数百个 UDIM。这可能会使纹理变得非常困难,但是在本教程中,我将向您展示如何管理这样的重型资产。
虽然本教程是针对 VFX,但我展示的所有内容都可以转移到游戏资产纹理中。重要的是纹理背后的基本思想。
要求
Basic knowledge of Substance Painter and Mari
说明
In this tutorial I will teach you how to texture a high resolution VFX character bust. We first I discus the UV layout and UV theory before get started. We will be using primarily Substance Painter for most of the texturing however we will also use Mari for some very basic projection work.
I'll go over the texturing of the armor/mouth from start to finish with me giving guidance every step of the way. I cover the skin texturing however it will not be realtime and as in depth as the armor. I use Mari for the skin as it is much better at projecting images. We will explore all the layers and channels I exported out for this character and give a complete breakdown of how I ended up with the final result.
Texturing in VFX is slightly different to texturing in games. We tend to require much higher resolutions. This means that on a typical hero VFX model, it can often require hundreds of UDIMS. This can make texturing quite difficult, however In this tutorial I will show you how to manage heavy assets like this.
Although this tutorial is aimed at VFX, everything I show is transferable to game asset texturing. Whats important is the fundamental ideas behind texturing.
Enjoy!
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