![]() What this means is that the texture will be comprised of . When you do, a cube map or UVW map is created. The really amazing thing about ZAppLink is that technically you don't have to lay out any UVs you could let ZBrush do all the work. Michael is currently a senior artist at Certain Affinity in Austin, TX. Starting as an environment artist, Michael has worked on several titles for multiple platforms, at both Electronic Arts and Sony Online Entertainment. ![]() About the Instructor: Michael Pavlovich has been in the game industry since graduating from the Ringling School of Art and Design in 2005. In this final video of the series, you will have a number of solutions for quickly and easily created quality assets for your own custom character pipeline. Finally he takes the mesh and textures into Modo to create the final presentation renders. He then takes the maps into Photoshop to clean them up and then uses Quixel's dDo plugin to create the final textures. Once the UVs are complete, Michael then goes into xNormal to create the Normal Map, Ambient Occlusion Map, and capturing the Poly Paint for the Diffuse Map. He starts off by UVing the low-poly mesh utilizing 3 programs: Headus UV, Autodesk Maya, and ZBrush UV Master. In this video, instructor Michael Pavlovich continues where he left off in part 2 to create UVs, Textures, and Rendering for the cowboy character. ![]() ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |