Texturing

All posts tagged Texturing

Duration 1h 44m Level Beginner Project Files Included?

In this series of tutorials, we will go through the process of painting textures for our models in
ZBrush. ZBrush is a great tool for painting textures for our sculpted models but it works a little
bit differently from other applications.

We’ll start the tutorial by talking about the basics of polypainting and how it differs from a map- based workflow. We’ll then use a cool creature sculpt as our project as we go through the process of texture painting. We’ll explore different strokes and brush settings to achieve different effects. We’ll learn to use layers to blend multiple polypaint passes together. We’ll use custom alphas to create detail and the noise function will allow us to add high-frequency detail quickly. We’ll also learn about UVs and using masking to darken cavities in our mesh. Finally, we’ll learn to create texture maps from our polypainted model and transfer those to other applications.As we go, feel free to have some fun with the color palette and really make the character your own. Once you’re done, you’ll have the knowledge you need to paint textures for your own models in ZBrush.

Rapidgator

http://rg.to/file/668133527377d9193dba55071e753a21/DTTexPZB.part1.rar.html
http://rg.to/file/921b216a20c8e980174b1d36323c58bc/DTTexPZB.part2.rar.html
http://rg.to/file/8644a82b03d3976c7aa640ce1bb18b27/DTTexPZB.part3.rar.html
http://rg.to/file/b9a585bab0b9bb149afc48cb5097dcb9/DTTexPZB.part5.rar.html
http://rg.to/file/71b77340598a976203052ede1f8f22fc/DTTexPZB.part4.rar.html

Nitroflare

http://www.nitroflare.com/view/6DA480E0CC74D47
http://www.nitroflare.com/view/169FD73EA4A111B
http://www.nitroflare.com/view/072DE484A7683B5
http://www.nitroflare.com/view/981FA4237806283
http://www.nitroflare.com/view/CA29C7ED7352906

Duration 3h 58m Level Intermediate Project Files Included

When texturing game assets, often times there are several challenges to overcome and variables to consider. In this tutorial, we will talk about some of these as we walk through texturing a character for the current generation of game consoles.

After setting up our MARI project, we?ll get started painting the diffuse color map for our character. Using a combination of image projection and painting, we?ll focus first on his clothing but eventually move to the other areas of the character including his skin, hair and a pass of dirt to make our character feel more natural. After finishing off the color map, we?ll move on and learn how we can quickly create a specular map for our character by repurposing many of our color textures.To wrap this course up, we will learn how to paint a transparency map that can be used to mask portions of the hair geometry for our game character.

After finishing this course, you will not only have a fully textured game character but you?ll also have a good idea how to overcome many of the challenges that come with this type of project.

Rapidgator

http://rg.to/file/8310c21188d8457dd26981b5d29f832b/DTTexGCMARI.part1.rar.html
http://rg.to/file/77371b8fe9745d1b24b6f432c1a06095/DTTexGCMARI.part2.rar.html
http://rg.to/file/586a1c640851a4a0aa8865e5d746cab4/DTTexGCMARI.part3.rar.html
http://rg.to/file/98587cbf1ab1706e589e379b7a9d8d37/DTTexGCMARI.part8.rar.html
http://rg.to/file/4c2cf3b7d3e1552d8d66d229b481b1b8/DTTexGCMARI.part4.rar.html
http://rg.to/file/eb4bb834ceeff6b4abb80cf4bbd56d31/DTTexGCMARI.part5.rar.html
http://rg.to/file/b3f56edc7c6dd45e2bab93e2f98b082c/DTTexGCMARI.part6.rar.html
http://rg.to/file/a59ff012f5b574e5a6333009e8047546/DTTexGCMARI.part7.rar.html

Nitroflare

http://www.nitroflare.com/view/E81AF9414D75629
http://www.nitroflare.com/view/724BD4159441CCA
http://www.nitroflare.com/view/698FC756457F53F
http://www.nitroflare.com/view/85F37C178D9354A
http://www.nitroflare.com/view/79830F5FBFD9142
http://www.nitroflare.com/view/0B15B79CD95E16D
http://www.nitroflare.com/view/ECD3927301D3725
http://www.nitroflare.com/view/7E7C70A93B26F67

Duration 2h 44m Level Intermediate Project Files Included 15FPs MP4

While today?s game systems have made drastic improvements in terms of asset resolution, there are still limits. Sometimes creating texture maps for low resolution assets can be a challenge because less polygonal detail often means more detail that the texture artist has to come up with in their textures. This course goes over the process for painting both diffuse and specular maps for our low polygon game weapon. To start things out, we will dive in and begin to paint a base texture for many of the surfaces on the weapon. Whether it?s a tarnished metal surface or a painted surface, we will learn how to add texture in layers starting at the bottom. From here we?ll continue to add detail to our diffuse texture by painting things like scuffs and scratches followed by dirt. After completing the diffuse, we?ll move on to the specular map where we?ll learn how we can repurpose and modify some of our diffuse layers to map out the specular highlights on our weapon. To wrap things up we?ll learn how to flatten and save our texture maps out of Photoshop. After completing this course, you will have a fully textured game asset that is ready to be brought into your game engine.

Rapidgator

http://rg.to/file/40957bef88f3376bb4bbfe60a0a8e8b2/DTTexLPolyWeaPS.part1.rar.html
http://rg.to/file/682e8bd496e9a4e08ff550609bfbc7b7/DTTexLPolyWeaPS.part2.rar.html
http://rg.to/file/575945dd6894a99ce845b84bb698aeaa/DTTexLPolyWeaPS.part4.rar.html
http://rg.to/file/b5167f8505308a16fe906b2549e3ec64/DTTexLPolyWeaPS.part3.rar.html

Nitroflare

http://www.nitroflare.com/view/C60733B3BCACF40
http://www.nitroflare.com/view/DB38801688BF62F
http://www.nitroflare.com/view/DEB3DE071FC78EB
http://www.nitroflare.com/view/7DD9753C03B11BD

Duration 1h 52m Level Intermediate Project Files Included 15FPS MP4

To get started, we will learn how to bring in our two pieces of geometry and setup our MARI project. Next we will dive right into the Tri Planar Projection procedural layer inside MARI and learn how we can use it to?lay down a foundation of tiled rock texture for our terrain. From here we will begin to add various other layers of detail to our color map including a sandy beach, grass and vegetation as well as snowcaps for our?mountains. We will also learn how we can use masks and mask stacks to make our tiled procedurals feel a little more natural as they flow together. Throughout this course, we will being using a workflow that?applies a photographic base where we can through the use of MARI?s procedural layers but we will also be doing a good deal of painting. To wrap this course up, we will learn how we can use an adjustment stack to apply multiple adjustment layers, each to specific areas of a single procedural layer to give our vegetation a bit more variation in color. After completing this course, you will have a good idea how MARI can be used to texture terrain for both games or film.

Rapidgator

http://rg.to/file/166e151dd00b402f817cd2dab8f87f28/DTPaTexfTerMARI.part1.rar.html
http://rg.to/file/310a8e02aca9644370e6c8851dc900c3/DTPaTexfTerMARI.part2.rar.html
http://rg.to/file/a782db2fba5de5e11e8959a35fc76fdf/DTPaTexfTerMARI.part3.rar.html