我的目标是这个周末开始做材质贴图!
课程6:我们在上星期设置了所有的材质贴图。
Class 6: we set up all the textures with the shader we set up last week.
使用照片作为你的材质的基础来粗略的匹配最终材质贴图的尺寸。
Photos used for the basis of your texture should roughly match the final texture map size.
我每周只有8个小时来做这个,而且建模和材质贴图也不是我的强项。
I had only 8 hours a week to do it, and modeling and texturing are not my strengths.
这个新的贴图坐标被用来索引一般的材质贴图和其他用在表面上的贴图。
The new texture coordinate is used to index a regular texture map and any other maps applied to the surface.
原始的材质贴图坐标和高度数据已经在切线空间中了,因此视向量最好也能如此。
The original texture coordinate and height values are already represented in tangent space, so the eye vector must be as well.
但是,当你看着一个实际表面而不是带材质贴图的多边形的时候,你将会看到的是点b。
However, if you were viewing the actual surface instead of a texture mapped polygon, you would see point B.
当使用材质贴图在光滑的多边形上表现一个粗糙的表面时,那个表面看起来像是平坦的。
When a texture map representing an uneven surface is applied to a flat polygon, the surface appears to get flattened.
该技术可优化下一代游戏图像品质和实时渲染的速度,在不降低材质贴图质量前提下,大大减小存储空间。
The next-generation technology to optimize image quality and game speed real-time rendering, and without reducing the quality of textures premise, greatly reduce the storage space.
对于盔甲,我使用了相同的材质设置,但是改变了贴图。
For the armor I used the same material setup but changing the map.
能够在游戏里放置物品同样也使他们可以在成果中直接预览到他们想要放置的模型,使他们能为了达到最好的视觉效果调整材质和贴图。
Being able to place items into the game also allows them to directly view their models as they will appear in the product, enabling them to adjust materials and textures for the best visual result.
起初材质都是非常简单的,将上面的贴图作为输入放入它们相关的节点。
Thestarting material is a very simple one, using the above textures as input into their corresponding nodes.
我需要一些纹理材质和树木,对于我来说最简单的方法就是从卫星贴图上截屏。
I needed some textures and trees and the easiest way for me to find these was to take screen shots of satellite maps.
利用自由缩放工具可以扭转和弯曲几何体块,贴图扩展工具是一个很好的工具,当你在一些异形的几何上贴覆材质时,保证效果不会失真。
Fredo Scale allows you to twist and bend your geometry, and Fredo ThruPaint is a great tool for UV mapping your textures on challenging geometry without any distortions.
我们使用等比例的贴图以确保每个材质都有正确的尺寸(对于砖和地板纹理这一招很见效)。
Real scale mapping was used to make sure that every material had the correct size (especially useful for brick and floor textures).
固有纹理和颜色的贴图。多维材质。
Materials with diffuse texture and color. Multiple materials per mesh.
重要的:光线追踪贴图和光线追踪材质使用表面法线来决定一束光线是否进入或脱离表面。
Important: Raytrace map and Raytrace material use a surface's normal to decide whether a ray is entering or exiting a surface.
使用位图可以创建材质,而着色器控制着材质的渲染方式。因此,着色器也可以控制纹理贴图的颜色值。
Material may contain referencesto textures, so that the Material's shader can use the textures whilecalculating the surface colour of an object.
现在我们面临“贴图重复”的问题,但是这不算太严重所以我们将继续使用我们所选择的材质。而且下一阶段我们将打破材质的重复。
Next we have the 'repetition texture problem' indicated, but as it is not too severe we will continue with these choices of textures. Also the next stages will break the textures up a little more.
最后形成了各种贴图位置恰当的材质。
The final shader was a V-Ray material with all the maps in the right slots.
这个场景材质网络证明一个方法,让你能获得控制光当使用反射贴图时。
The Planet shading network demonstrates one way that you can gain control over the lighting when using reflection maps.
好吧,你可能会注意到这张材质光盘中也包括了一些附加的东西,比如:阴影贴图和污垢的遮罩,所以让我们试着将它们应用进去。
Well as you will notice this Texture CD also includes a few extras such as shadow maps and dirt masks, so lets try putting these into use.
当你为反射贴图通道添加了光线追踪贴图后,你会发现材质编辑器显示出新的设置。
After you have insert RAYTRACE in the reflection map you will see that the material editor is showing new Settings.
当我对最终的设计很满意的时候,我使用Fredo的扩展贴图工具来为我的地面复上材质并保证地形不失真。
When I was pleased with the final design, I used Fredo's ThruPaint tool to project my ground cover textures to the terrain without any distortions.
这个爆炸火球材质是一个优秀的例子,告诉我们如何控制一个复杂的效果,如烟和火,能通过动画一个分形纹理来贴图完成。
The fire Bomb shader is an excellent example of how a complex effect, such as smoke and fire, can be achieved by animating and remapping a fractal texture.
因为我们将要用同样的材质给LifePictures中的三个女孩,我们可以重复使用法线和高光贴图——实际上我们正在摆脱高光贴图,但关于这个我们之后再说。
Sincewe're going to use the same material for all the 3 girls in Life Pictures, wecan reuse the normal and specular - we're actually getting rid of the specularbut more on that later.
螺纹材质网络是一个好例子,它证明了如何通过一个数学表达式来驱动置换,它强于一个方便的纹理贴图。
The Screw Thread shading network is a good example of how displacement can be driven by a mathematical expression rather than a conventional texture map.
道路贴图材质现在可以用mod修改。
道路贴图材质现在可以用mod修改。
应用推荐