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Kotey Annan How to model, texture and render a cheeseburger - Part 12/22

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🎯 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 12th lesson I UV the cheeseburger asset in UDIM format, bake several maps out out of zbrush and setup my materials in Maya. 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 UV/UDIM mapping in Maya Importing UVed meshes into zbrush Baking displacement, normal, amibent occlusion and cavity maps A note about UDIM prefixes Inspecting the first set of baked maps Verifying 0.5 mid value displacement has correct information Clarification about 32 bit exr displacement vs 16 bit tiff displacement Reviewing all the baked maps and discussion plans Preparing UVed meshes in Maya to receive displacement and normal maps Connecting normal and displacement maps to their respective meshes Testing first connection with a render aiNormal map setting Setting file type filter to off Doing a test render to inspect all connected maps Turning on transmission on the fluid meshes adding some preliminary base color to visualize the final painted result Final test render for this lesson, 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 Pretville Cinema by Dimitrios Savva & Jarod Guest Royal Esplanade by Greg Zaal Fireplace by Greg Zaal Blaubeuren Night by Andreas Mischok Lauter Waterfall by Andreas Mischok Black Granite Textures Sources *** Cheeseburger reference images *** Main Cheeseburger r

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