🎯 Загружено автоматически через бота: 🚫 Оригинал видео: 📺 Данное видео принадлежит каналу «Kotey Annan» (@KoteyAnnan). Оно представлено в нашем сообществе исключительно в информационных, научных, образовательных или культурных целях. Наше сообщество не утверждает никаких прав на данное видео. Пожалуйста, поддержите автора, посетив его оригинальный канал. ✉️ Если у вас есть претензии к авторским правам на данное видео, пожалуйста, свяжитесь с нами по почте support@, и мы немедленно удалим его. 📃 Оригинальное описание: In this 13th lesson I paint the diffuse/albedo map for the top bun of this cheeseburger asset in Zbrush and Substance Painter. COURSE PLAYLIST Latest Lesson Link ( Course Playlist (Link: ) Part 1: Course overview & reference study Part 2: Maya Scene Preparation Part 3: Blocking out silhouette and primary forms Part 4: Continuing silhouette and primary form block-out ( Part 5: Finishing primary forms blockout ( Part 6: Finalizing, merging and polishing top bun ( Part 7: Finalizing top patty ( Part 8: Finalizing top cheese, sauce and cucumbers ( Part 9: Fleshing out the detail of the bottom half ( Part 10: Merging for cohesion and creating fluid meshes ( Part 11: Testing fluid meshes and retopologizing entire asset ( Part 12: UVing, baking Maps and material setup ( Part 13: Painting base color for the top bun ( Part 14: Painting subsurface for the burger Part 15: Painting transmission for fluid meshes, cucumbers and onions Part 16: Painting roughness for the burger Part 17: Exporting finished maps & assembling the materials in Maya Part 18: Assembling final render in Blender 4 Part 19: Assembling final render in Unreal Engine 5 Part 20: Bonus: simulating fluids with Bifrost in Maya CHAPTERS Intro and changes from last lesson Discussing workflow options for painting in substance Exporting bun to Maya for Substance painter prep work Painting a multicolor base in Zbrush Preparing the zbrush export for Substance Painter in Maya Importing top bun model and its painted multicolor base into substance painter Going back to zbrush for higher subdivision levels and some base paint changes Preparing substance painter for diffuse map painting and creating a painting palette in photoshop from reference images Blotting out multicolor base by painting big abstract shapes over it Using mask to isolate painting to certain polygons Overlaying Ambient occlusion centric color data Painting in the main color information for the top shell Painting the burnt singe that transitions the shell/crust into the crumbs Painting burnt parts of crumb mesh Painting flakes on top shell Modifying previously selected color swatches of top shell and burnt edges Back to fine tuning and painting more flakes Overlaying some tone to blend flakes into top shell better and to add more visual interest Adding a darker core to the singed edges Adding some more micro sized flakes to the shell Closing thoughts and next lesson summary Polyhaven HDRIs *** Studio small 08 by Sergej Majboroda Brown Photostudio 02 by Sergej Majboroda Christmas Photo Studio 03 by Sergej Majboroda
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