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Zeracheil
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Добавлен 4 май 2015
Texture Maps Explained - PBR Workflow
This video explains the basics behind texture functionality and behavior in a physically based render workflow. I cover the essential properties of color, metal, roughness, normal, height, and occlusion maps and demonstrate their differences.
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Видео
Gold In Darkness: Overview & System Mechanics
Просмотров 5709 лет назад
A full cover of all the basic game level principles and gameplay mechanics of the upcoming test level for Gold in Darkness. Covering: Stat System Classes / Skills / Races Combat Systems Weapons / Armors / Spells Quests / Shops / NPC Areas Watch live at www.twitch.tv/zeracheilgames Stream is live from Monday through Friday 9am-6pm GMT-4 / EST Come to see the development live and ask any questions.
Foliage Tutorial - 3D Studio Max & Unreal Engine 4
Просмотров 1,5 тыс.9 лет назад
In this video you will learn the basics of working with foliage in 3ds Max and the Unreal Engine. This video is designed to give you the basic understanding of how foliage is designed and works, and also to give you the proper settings required to set up foliage in 3ds Max and Unreal. If you have any questions or want to learn more, feel free to find me at my stream at twitch.tv/zeracheilgames....
3DS Max Unwrap Basics Tutorial
Просмотров 9849 лет назад
3DS Max Tutorial for basic Unwrapping UVW techniques. This tutorial covers key techniques I use to make creating UVWs more space efficient and texturing objects much easier. Feel free to come to my stream at www.twitch.tv/zeracheilgames to watch the process live and to ask any questions you may need answers to. I do my best to help everyone. Section 1 - Filling the 0-1 Space: 00:15 Section 2 - ...
3D Studio Max Basic Unwrapping Tutorial
Просмотров 1,5 тыс.9 лет назад
3DS Max Tutorial for the Unwrap UVW Modifier. This tutorial quickly covers the basic functions of the UVW modifier and some of the more important buttons that will be useful when unwrapping. Feel free to come to my stream at www.twitch.tv/zeracheilgames to watch the process live and to ask any questions you may need answers to. I do my best to help everyone. Section 1 - Selection Parameters: 1:...
Witcher 3: Level 6 Grave Hag Kill - Death March
Просмотров 1,5 тыс.9 лет назад
Killing a Grave Hag on Death March difficulty at level 6 on the first try because ... well, she was blocking my loot. Watch live at www.twitch.tv/zeracheilgames
This video is old but good, but I need to point out that "Metallic" is the most misunderstood maps, folk have it black for non-metallic and white if the thing is a meteall, but this shall be seen as how metal like something is, like bricks can have some small reflective specs in it and some parts of a butterfly wing can look like metal, so to just have it black or white without use the range in between in a metall map is a waste of resources and it should often be used more often than folk think.
bro ure a champ im also lv6 and stuck on death march, the problem in this level is that u got no good armor until level 10 (nilfgardian DLC) or 11 (gryffin) money is also a fucking problem
yuno?
gj
thanks
I use an older game engine with no PBR materials - in this case I create a single texture with AO and roughness baked into the diffuse and then just apply the nomal map - its not great but its something....I can get a slight shine from Embossing the texture in GIMP/Photoshop.
I'm using unity. is there a particular order I'm suppose to apply these textures and materials, and after I'm done do I click render or something in unity because some of my models never look as sharp ands shiny as they do in sketchfab. I'm just using premade models I didn't make any of them myself. I just get them then have to apply textures and materials sometimes, but I can never seem to get them to look like they do in the preview window of Sketchfab while in Unity. So what am I doing wrong?
Still useful including the contributions and discussions of others who commented below :) . One of the best features of your tutorial is that it's very well structured, has examples to demonstrate the differences, and it's well paced and to the point. Thanks again.
Try x1.25 playback speed
Boy you are a hero
What's the difference between roughness map and gloss map are they the same
I've got a ton of photorealist texture maps here: matthornb.itch.io/ Seamless photography-based stuff. It'll be all bundled together 91% off for $1.25 during this Halloween 2020. Thousands of seamless texture maps, hundreds of 3d assets and VFX video elements. All bundled for about a dollar.
Thanks for the clear video explanation
I hate these things so much, and can't wait for AI to make them obsolete. They take up so much time and effort, time that could be better spent on other things.
is the rough map also called Gloss or Reflective? I downloaded PBR materials, and the roughness map is missing.
THANK YOU SO MUCH!
Thanks
Few corrections: For gold you don't use "a basic yellow colour" you use a very specific colour. If you use any different colour you are not following a proper pbr workflow and the material will be outright wrong. Metallic means reflections are coloured by the albedo colour while dielectric does not. Roger dictates the reflectiveness. Roughness dictates diffusion or direct reflection. Your attempts at elaborating are wrong. Height maps don't always fake geometry, they dictate geometry that can be added in shaders through tessellation. AO is basically baked lighting. If the renderer already has a solid shading algorithm using the height and normal map, AO is redundant. That's why it doesn't show much. In a less advanced renderer it would be more apparent. And AO is NOT pbr, it's a compromise because of limitations in rasterisation and compute power.
Are "Roughness" and "diffuse reflection" the same thing? Thx
Yes.
Had to sort through a lot of videos to find this one. But this is just what I was hoping to find. Thanks for sharing.
So sad, great video!, but i tougth this video will explains how to map a texture in a surface, which is no the case :/, i still can't found some information about...
My man
Great video! I would love a video about setting all the textures in blender!
You swapped the roughness and metallic map results
Thank you, this is excellent to help understand in a simple & visual way
Very helpful!
Very helpful
Can you please explain the slots this maps can we add in vray 3dsmax?
Nice
btw in blender if you have the node wrangler addon(which comes with blender) enabled, you can hit ctrl+shift+T and select all your maps to auto PBR
Abdolutely great video! Learnt a lot from it.
what is an edge map?
A lot of people don't know all of this. This is good refresher info!
0:40 albedo doesnt have shadows, while diffuse has.
they mean the same thing
can you do a tutorial like this on unity?
try using shader graph
Nice, easy to understand explanation of the basics of all of these maps. I'm always getting confused with the naming of these maps, especially when the effect they produce is so similar. My daytime job is not CG so I have never gone into these issues in depth. I'm just starting to render in colour and your short tutorial has been of immense help. I hope you make more. John
Good tips man, great vids!
What makes me mad is that there is no explanation to what are materials and maps in detail. This intro video is great for a beginner game artist like myself. Thabk you for this video
Good stuff, thanks.
i knew all this, just didnt know it was called PBR workflow. :P
How can I use hieght maps in UE4?
This was awesome!
*Metal/Rough PBR Workflow* Color = Albedo Reflectivity = Metallic Specularity = Roughness Lighting = Normal 0-1 Height Range (Depth) = Height/Bump Shadow Depth(?) = Ambient Occlusion *If you are given the option for specularity in a Metal/Rough workflow, it's referring specular levels and not a mask, leave this at the default level (in most cases). i think :'|
informative
dude i was asked to make a model with the metalness workflow and i was absolutly lost, thanks for this video, its my first time modeling for video games and you just saved me the embarasment
I'm confused, the first texture base / albedo / diffuse, this is the image isn't it? Just the base with no shadows or lighting. The regular texture? Or is this the map that tells the texture how much of the actual texture you want? lol that's complicated. So your texture would be faded if your diffuse map was grey.
It only takes the color from this map. Nothing else.
Thank you so much for this video it was really helpfull!
very informative and well explained... thanks a lot man...
This is frighteningly informative! You should rename this into "Beginner's Guide to Texture Maps"! Edit : Lots of people say informations here are incorrect. but is it really that terrible?
Praise the Pixar for inventing normal map!