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讲师乔尔. 布拉德利从一个预先构建的物质图的概述开始, 展示了物质设计人员的优势和破坏性工作流程, 并遍历了一些基础知识, 如导航物质设计器界面、调整重要的偏好、导入网格和地图, 以及使用2D、3D 和图形视图。然后, 他在物质设计器中移动到大量重要的 "原子" 节点上, 包括混合、曲线、斜率模糊、法线、渐变和水位节点。这些节点构成了实体设计器工作流的核心。然后学习如何从头开始创建一个自定义全景, 并探索更高级的主题, 如军事分界线, 功能和 FX 地图。最后, 乔尔通过把一个物质使用来结束课程。了解在游戏材料中使用已发布的实体文件 (SBSAR) 对硬编码的位图的好处, 以及如何将物质包导入游戏引擎 (Unreal Engine)。
Instructor Joel Bradley begins with an overview of a prebuilt substance graph, demonstrating the strengths and nondestructive workflow of Substance Designer, and walking through basics such as navigating the Substance Designer interface, adjusting important preferences, importing meshes and maps, and using the 2D, 3D, and Graph views. He then moves onto the large array of essential "atomic" nodes in Substance Designer, including the Blend, Curve, Slope Blur, Normal, Gradient, and Water Level nodes. These nodes comprise the heart of the Substance Designer workflow. Then learn how to create a custom panorama from scratch, and explore more advanced topics such as MDL materials, functions, and FX maps. Finally, Joel closes out the course by putting a substance to use. Learn about the advantages of using a published substance file (SBSAR) over hard-coded bitmaps for in-game materials, and see how to import a substance package into a game engine such as Unreal.
Topics include:
Choosing a graph template
Importing meshes and maps
Navigating the Explorer and Library
Working with the Graph view
Using 3D and 2D views
Using the atomic nodes
Creating and combining normals
Blending shapes together
Creating MDL materials
Building an FX map
Publishing a substance
Using a substance in a game engine like Unreal
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