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20 - Maya 2015 - Applying Substances
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Maya comes packed with several different substances which can be used to quickly develop really nice texture maps on your models. A substance is an editable set of textures that allow for various attributes to be changed. For instance, a substance can allow for a developer to define how many planks of wood are going to be on the surface or how old a wooden surface is. The substance can later be changed into a file based texture network so it can be projected onto a low polygon model. The great thing about substances is that they are quick easy solutions for getting a base texture right away that is nearly completed. This will just be a very brief introduction to substances and you are encouraged to explore the many options available with them.
When you are making use of substances that you are applying to your model's surface some adjustments are going to be necessary. Since we are applying the substance to the surface of our high polygon model we do not need to worry about the placement of the UVs. If the location of our UVs conflict with the substance material we can adjust the location of the UV shells to better fit the substance maps. When we are all done setting up our high polygon model and then bake it over to our low polygon model we will in turn be baking the textures over to the correct UV map on our game object. Remember that the only thing that matters when developing the high polygon asset for baking is the appearance.
Disclaimer:
The above video was developed by Brain Poof. The views and opinions being expressed by any narrator of any multimedia provided on this channel are the sole product of Brain Poof.
When you are making use of substances that you are applying to your model's surface some adjustments are going to be necessary. Since we are applying the substance to the surface of our high polygon model we do not need to worry about the placement of the UVs. If the location of our UVs conflict with the substance material we can adjust the location of the UV shells to better fit the substance maps. When we are all done setting up our high polygon model and then bake it over to our low polygon model we will in turn be baking the textures over to the correct UV map on our game object. Remember that the only thing that matters when developing the high polygon asset for baking is the appearance.
Disclaimer:
The above video was developed by Brain Poof. The views and opinions being expressed by any narrator of any multimedia provided on this channel are the sole product of Brain Poof.
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