Uartsy - Environment Creation in Unreal Engine 4 下

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2019-05-07 19:58:46
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01 Introduction and Project Setup
08:46
02 Setting Up Zbrush Scene
07:17
03 Adding Detail to Tiles
04:18
04 Adding Detail to Tiles Part 2
05:56
05 Adding Detail to Tiles Part 3
05:14
06 Premultiplying and Decimating the Mesh
06:07
07 Generating UVs and Adjusting in Max
06:23
08 Cleaning Mesh and AO Setup
05:54
09 Baking Texture Maps
05:58
10 Ripping and Adjusting Maps
06:46
11 Applying Normal Map
06:08
12 Layering Passes
05:02
13 Tweaking UVs and Cavity Pass
06:21
14 Adding Color and Texture Variation
06:06
15 Detailing with a Color Overlay
06:26
16 Bringing the Scene into Unreal
05:52
17 Enhancing your Texture Detail
06:08
18 Giving Grit to the Tiles
05:34
19 Adding Detail with ZBrush
06:03
20 Settingup Diffuse Detail and Normal Maps
05:56
21 Placing the Tiles in UDK
06:45
22 Modifying the Spec Map
05:08
23 How to Achieve Photo Real Textures
05:56
24 Finalizing the Tiles
05:25
01 Understanding Light Maps
06:30
02 Fixing Overlapping Uvs
06:10
03 Up Resing Light Maps
07:23
04 Tweaking Light Map Resolution
05:42
05 Unreal Lighting Overview
04:59
06 Lighting Summary
03:24
07 Saving Out Each Panel
07:48
08 Baking out Maps with xNormals
06:18
09 Establishing a Base Material In DDO
04:46
10 Masking By Material ID
04:49
11 PBR Discussion
06:09
12 Trouble Shooting DDO
06:19
13 Adding More Material Variation
06:48
14 Changing Colors
03:25
15 DDO Maps Explained
04:51
16 AO Discussion
05:13
17 Adding Dirt
04:32
18 Adjusting Masks
04:57
19 Final Material Settings
08:18
01 Calling Out Unique Assets
07:09
02 Modeling with Concept Reference
05:52
03 Understanding the Workflow
06:50
04 Modeling Montage
11:24
05 Seeing your Model in a Practicle Sense
06:32
06 Knowing your Industry
08:27
07 Modeling Montage
09:07
08 Rendering and Refining the Model
04:54
09 Final Tweaks
04:30
10 Introduction to Atlasing
07:12
11 Implementing Atlasing
06:11
12 Examples of Altasing
06:55
13 Furthers Showing the Speed of Atlas Texturing
05:27
14 Making an Atlas Texture
10:04
01 Intro
06:03
02 Setting Up the Tarp in Marvelous Designer
06:44
03 Bringing the tarp into 3DS Max
06:03
04 Modifying the topology of the tarp in 3DS Max
06:45
05 Baking Tarp Maps In 3Ds Max
06:20
06 Modifying the UV's of the tarp in 3DS Max
10:43
07 Adjusting the Tarp to Fit Over the Crate
04:11
08 Creating Texture Maps for the Tarp Part 1
06:35
09 Creating Texture Maps for the Tarp Part 2
07:16
10 Creating Texture Maps for the Tarp Part 3
05:49
11 Bringing the Tarp Into Unreal
04:38
12 Creating a Roughness Map for the Tarp
06:24
13 Creating a Detail Map for the Tarp
07:21
14 Adjusting the Tarp Material in Unreal
06:57
15 Modifying the Textures to Work Better in the Scene
05:43
16 Adjusting the Scene's Lighting and Surface Attributes
08:48
17 Refining the Tarp's Edge
12:21
18 Modifying Scene Lighting and Assets Maps
09:56
19 Reworking the Crate's Emissive Texture
14:04
20 Integrating the Modified Crate and Adjusting the Scene's Lighting
09:08
21 Capturing a Screenshot
12:23
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