教程大小:1.07G 1920X1080 mp4 共13节课程 语言:英语+机译中文字幕 含UVMapping_Materials 文件
在游戏的UV贴图中,我们将深入探讨所有3D艺术家最常见的痛点之一:UV 贴图。无论你在游戏开发的哪个领域,如果你与3D模型互动,你都需要了解UV贴图——即使只是在基础层面。

“什么是UV贴图,我们为什么要用它?我必须给我的模型做UV贴图吗?”从回答“什么是”UV 地图开始,我们将回答这些问题中的每一个——以及回答其他你不知道你有的问题!

最优化

UV地图无处不在,让我们能够存储并为我们的模型提供大量重要数据。通过这个系列,我们将学习如何释放这种潜力,并为我们希望创建的任何游戏资产构建高效、优化的紫外线地图!

纹理密度

为了给我们的模型提供高质量的纹理,我们需要确保它们的UV贴图尽可能好。所有专业艺术家和团队使用的一个工具是“纹理密度”的概念,以及它如何给项目带来一致性。

UV工作流程

在游戏的UV贴图中,我们将亲自探索几个主题,以快速适应应用我们所学的理论。虽然所有模型都基于相同的UV理论,但我们会发现有些模型需要不同的方法,有些模型也可能以非常相似的方式工作。

你的教练

查理“楚克”特拉法根德是一个自由游戏艺术家,独立开发,教程制作人,总的来说是一个好奇的人。曾为一些独立开发人员工作过,他已经能够接触游戏开发中的大多数角色。他还喜欢在他的YouTube频道“了解”上以各种格式分解话题。

技能水平

游戏的UV贴图是为紫外线贴图的完全初学者和知道如何操作他们选择的3D软件的艺术家准备的。

使用的软件

虽然Blender是用来展示UV贴图的概念,但这个教程系列完全是软件不可知的。你可以跟随使用maya,3ds Max,blender,c4D,MODO,Rizom,或任何其他支持UV贴图的三维软件。

教程目录:
01.什么是UV地图
02.基本展开
03.Texel密度理论
04.纹理密度练习
05.拉伸理论
06.拉伸练习
07.壳取向理论
08.贝壳定向练习
09.外壳堆叠
10.硬质表面示例
11.有机例子
12.环境示例
13.后续步骤-提示和技巧
FlippedNormals – UV Mapping for Games with Chunck Trafagander
In UV Mapping for Games we’ll tackle, in great depth, one of the most common pain-points that all 3D artists have: UV Mapping. No matter which area of game development you are in, if you interact with 3D models you will need to know about UV mapping – even if only at a fundamental level.

“What is UV mapping, why do we use it? Do I have to UV map my models?“ Starting by answering “what” UV maps are, we will answer each one of these questions – as well as answering others that you didn’t know you had!

Optimization

UV maps are everywhere and allow us to store and provide our models with a wide array of important data. Through this series, we will learn how to unlock that potential and build efficient, optimized UV maps for any game asset we wish to create!

Texel Density

In order to provide our models with high-quality textures, we need to ensure their UV maps are as best as they can be. One tool that all professional artists and teams use is the concept of “texel density”, and how it can bring consistency to a project.

UV Workflow

In UV Mapping for Games, we will explore several topics hands-on to quickly get comfortable with applying the theory we’ve learned. While all models operate on the same underlying UV theory, we will discover that some models will require different approaches than others and that some models may work in very similar ways as well.

Your Instructor

Charlie “Chunck” Trafagander is a Freelance Game Artist, Indie Dev, Tutorial-Maker, and in general a curious mind. Having worked for a few Indie developers, he has been able to touch most roles in game development. He also likes to break down topics in various formats on his YouTube channel “Get Learnt”.

Skill Level

UV Mapping for Games is for complete beginners to UV mapping and for artists who know how to operate their 3D software of choice.

Software Used

While Blender is used to present the concepts of UV Mapping, this tutorial series is entirely software agnostic. You can follow along using Maya, 3ds Max, Blender, Cinema 4D, MODO, Rizom, or any other 3d software which supports UV mapping.
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