In this video we will cover at a high level many of the techniques we use to texture large assets for games such as boulders/mountains, buildings, large machinery and more.
I will introduce you to the idea of modeling to existing textures, ways we can adjust our UVs to span large surfaces, normal map blending, z up shaders, vertex painting, UE5 material layers and UV masks, decals, and some master materials that combine many aspects of each.
By the end of the tutorial, you should have a good idea of which shader type to use for specific assets, and have a good idea of which terms to look further into for your specific projects. While this video uses Unreal Engine and Blender, these techniques apply to all programs used for game art (Maya, Max, Unity, etc). Thanks all for watching ^__^
You can download the UE5.2 scene used in this video at these locations:
[ Ссылка ]
or
[ Ссылка ]
0:00 Intro
1:40 Ways to Tile our Texture
10:55 Kits
26:05 Normal Blending
32:26 Z up Material Blending
38:46 Vertex Painting
48:56 UV Mask & Material Layers
57:22 Decals
1:04:21 Master Materials
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For more information on texel density and UV techniques: [ Ссылка ]
Alejandro Perez's Kit Example: [ Ссылка ]
Creating Detailed Floors for Games Using Trim Sheets: [ Ссылка ]
UE5 Layered Materials Tutorial: [ Ссылка ]
Substance Painter RGBA Mask Creator Tool: [ Ссылка ]
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