3DMotive – Roof Shader in Substance Volume 3

教程时长:2小时9分钟 视频格式:MP4

In Roof Shader in Substance Designer tutorial we will go over on how to create a roof texture using 3ds Max, Zbrush and substance designer. We will first create our low poly tiles in 3ds Max, after that we will go into Zbrush and sculpt a few variations of our tiles, before adding some nice damage and then optimizing it so that we can export it back to 3ds Max. Back in 3ds Max we will setup out texture so that it will tile perfectly and so that it has a lot of vatiation in size, rotation, and shape. We will also make everything ready for baking like assigning different materials for the color map. Once that is all done we will set up a baker scene in Marmoset Toolbag 3 and bake out all our texture maps in using their new baker. When all the baked maps look good we will then move into Substance Designer where we will start creating our final texture maps. We will first improve the normal map with smaller details and then create our final albedo, roughness, and mattalic map. We will wrap things up with a final polish over the entire texture and render the final texture in Marmoset Toolbag 3.

下面的译文仅作参考(请以上面的英文说明为准)

在《物质设计师教程》的屋顶着色器中,我们将讨论如何使用3ds Max、Zbrush和物品设计器来创建一个屋顶纹理。我们将首先在3ds Max中创建我们的低聚瓷砖,之后我们将进入Zbrush并雕刻一些我们的瓷砖的变化,然后添加一些漂亮的损坏,然后优化它,这样我们可以将它出口到3ds Max。在3ds Max中,我们将设置纹理,这样它就能完美地贴合,因此它在大小,旋转和形状上有很多的变化。我们也将做好一切准备,如为彩色地图分配不同的材料。一旦完成,我们将在Marmoset Toolbag 3中设置一个面包师场景,并在使用他们的新面包师的时候把我们所有的纹理贴图都烘烤出来。当所有的烘焙地图看起来都很好时,我们就会进入实体设计,在那里我们将开始创建我们最终的纹理贴图。我们将首先改进普通地图的细节,然后创建最后的反照率,粗糙度和矩阵图。我们将用最后的抛光结束整个纹理,并在Marmoset Toolbag 3中渲染最终的纹理。
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