这个全面的材料纹理研讨会教授由首席纹理艺术家 Peter Aversten 在故事片上尝试和测试的行业证明技术。在 8.5 小时的视频教程中,Peter 演练了他主要使用 Mari 和 Maya 在生产中使用的技术,首先介绍了涵盖 Mari 节点图的更多初学者概念的基础知识和演示——非常适合那些从基于层的工作流过渡的人。然后,研讨会逐渐建立在最初章节中探讨的流程的基础上,同时演示如何使用大多数故事片中都会出现的典型英雄 UDIM 资产。
This comprehensive material texturing workshop teaches industry-proven techniques tried and tested on feature films by Lead Texture Artist, Peter Aversten. During 8.5 hours of video tutorials, Peter walks through the techniques he uses in production using primarily Mari and Maya, beginning with the fundamentals and demonstrations of more beginner concepts covering the Mari node graph — perfect for those transitioning from a layer-based workflow. The workshop then gradually builds on the processes explored in the initial chapters, while demonstrating how to work with a typical hero UDIM asset that would be found in the majority of feature films.
Peter 展示了如何使用物理值为 RenderMan 设置纹理资产,并展示了如何创建一些主要材质,重点介绍了基于程序和基于纹理库的技术组合。他还解释了如何使用折射指数数据库中的物理值进行纹理化,并讨论了典型的故事片管道如何工作以提供所有重要的行业见解。
Peter reveals how to texture assets for RenderMan using physical values and shows how to create some of the major materials, highlighting a combination of techniques that are both procedural and texture-library-based. He also explains how to use physical values for texturing from the Index of Refraction databases and discusses how a typical feature film pipeline works to provide all-important industry insights.
主题范围从生产 UV、Maya 中的材质分配到使用不同的包,包括用于烘焙实用贴图的 Substance Painter 以及使用来自 Substance Source 和 Megascans 的纹理资源。他还介绍了如何使用 RenderMan for Maya 设置测试场景,以测试系列中生成的纹理的进度。
Topics range from production UVs, material assignments in Maya, to working with different packages including Substance Painter for baking utility maps as well as using texture resources from both Substance Source and Megascans. He additionally walks through how to set up a test scene using RenderMan for Maya to test the progress of the textures produced during the series.