【Lynda】Creating Urban Game Environments in 3ds Max【CHN】中英文字幕[SRT]
==========教程信息=====================================================
教程名称:Creating Urban Game Environments in 3ds Max
作者:Adam Crespi
主题:3D + Animation, Modeling, Rendering
使用软件:3ds Max 2012
难度等级:中级
时长: 5h 54m
发布日期: Sep 07, 2011
┏ACELY STUDIO,2012
┃更多资源请访问
┃◆唯一发布站:ACELY.CN
┗◆我的博客:http://blog.sina.com.cn/u/1991840741
==========教程目录文件列表=============================================
Creating Urban Game Environments in 3ds Max[SRT]
├─◆0. Introduction
│ └─◇ 0001 Welcome.srt
│ └─◇ 0002 Understanding the design process.srt
│ └─◇ 0003 What you should know before watching this course.srt
│ └─◇ 0004 Software requirements.srt
│ └─◇ 0005 Using the exercise files.srt
├─◆1. Planning a Low Poly Model
│ └─◇ 0101 Identifying key contours and shadows in concept art.srt
│ └─◇ 0102 Analyzing concept art for texture.srt
│ └─◇ 0103 Choosing between modeling and texturing.srt
│ └─◇ 0104 Understanding the limitations of normal maps.srt
│ └─◇ 0105 Analyzing concept art for key shadow details.srt
│ └─◇ 0106 Identifying shadow details as generated or painted.srt
├─◆2. Planning the Modeling of Cities for Games
│ └─◇ 0201 Planning the visible overlaid history in a city.srt
│ └─◇ 0202 Planning a wedding cake building- Base, middle, and top.srt
│ └─◇ 0203 Planning a modern building- Base and shaft.srt
│ └─◇ 0204 Designing the zoning- Planning the visible uses of buildings.srt
│ └─◇ 0205 Laying out city blocks.srt
│ └─◇ 0206 Planning modular textures and geometry- Streets and sidewalks.srt
│ └─◇ 0207 Texturing intersections.srt
│ └─◇ 0208 Modeling modular curbs, gutters, and ramps.srt
│ └─◇ 0209 Modeling modular street elements.srt
│ └─◇ 0210 Modeling corners with ramps.srt
│ └─◇ 0211 Unwrapping sidewalk elements.srt
├─◆3. Modular Construction of an Urban Environment
│ └─◇ 0301 Laying out rectangles and planning how to clone geometry and texture.srt
│ └─◇ 0302 Using layers to organize construction elements and actual models.srt
│ └─◇ 0303 Extruding edges to form major shadow lines.srt
│ └─◇ 0304 Testing the module for correct floor-to-floor heights.srt
│ └─◇ 0305 Trimming down the module and cloning.srt
│ └─◇ 0306 Stretching the vertical elements to minimize geometry.srt
│ └─◇ 0307 Unwrapping the elements for correct proportion.srt
│ └─◇ 0308 Laying out a texture sheet for a faade.srt
├─◆4. Texturing the Modular Construction
│ └─◇ 0401 Making brick texture.srt
│ └─◇ 0402 Adding detail to the diffuse texture- Sills and arches.srt
│ └─◇ 0403 Adding stone accents.srt
│ └─◇ 0404 Layering color in window frames and doorways.srt
│ └─◇ 0405 Copying diffuse layers for normal map foundations.srt
│ └─◇ 0406 Desaturating the diffuse map copies and prepping for normal maps.srt
│ └─◇ 0407 Converting bump maps to normal maps using nDO.srt
├─◆5. Creating Cornices, Parapets, and Roofs
│ └─◇ 0501 Analyzing the necessary silhouette and geometry.srt
│ └─◇ 0502 Examining existing buildings in different lighting conditions.srt
│ └─◇ 0503 Planning cornice elements.srt
│ └─◇ 0504 Extruding cornice elements from polygon edges.srt
│ └─◇ 0505 Assigning smoothing groups for optimal shading.srt
│ └─◇ 0506 Unwrapping cornices for lighting.srt
│ └─◇ 0507 Modeling sloped roofs.srt
│ └─◇ 0508 Adding fascias and soffits.srt
│ └─◇ 0509 Adding fascias and soffits for gable ends.srt
│ └─◇ 0510 Texture sheets for roofs.srt
├─◆6. Assembling Structures
│ └─◇ 0601 Arranging, aligning, and cloning modular elements.srt
│ └─◇ 0602 Setting pivot points for buildings.srt
│ └─◇ 0603 Reusing elements- Exploring possibilities in modular building design.srt
├─◆7. Creating a Texture Library in Photoshop
│ └─◇ 0701 Creating a texture library.srt
│ └─◇ 0702 Creating rusty corrugated metal texture.srt
│ └─◇ 0703 Creating stone texture.srt
│ └─◇ 0704 Creating wood texture.srt
│ └─◇ 0705 Creating rough brick texture.srt
│ └─◇ 0706 Creating roads.srt
├─◆8. Planning and Constructing Texture Sheets
│ └─◇ 0801 Using the Walkthrough Assistant to assess texture needs.srt
│ └─◇ 0802 Drawing detail at the right size.srt
│ └─◇ 0803 Understanding tiling and non-tiling textures.srt
│ └─◇ 0804 Deciding when to use tiling and non-tiling textures.srt
│ └─◇ 0805 Using multiple mapping coordinates.srt
│ └─◇ 0806 Using multiple unwrap modifiers.srt
│ └─◇ 0807 Unwrapping objects a second time- Planning an unwrap for a light map.srt
│ └─◇ 0808 Unwrapping a building faade using overlapping texture elements.srt
├─◆9. Ambient Occlusion and the Render to Texture Dialog
│ └─◇ 0901 Understanding ambient occlusion.srt
│ └─◇ 0902 Assessing the quality of occlusion as a cinematic mood.srt
│ └─◇ 0903 Overview of the Ambient Occlusion shader.srt
│ └─◇ 0904 Baking maps using the Render To Texture dialog.srt
│ └─◇ 0905 Using occlusion as a foundation for dirt.srt
│ └─◇ 0906 Using occlusion from detailed models for texture.srt
│ └─◇ 0907 Baking lighting.srt
├─◆10. Preparing to Export
│ └─◇ 1001 Preparing for Unity as a world builder.srt
│ └─◇ 1002 Importing into Unity and recognizing limitations.srt
│ └─◇ 1003 Importing elements with detailed materials.srt
│ └─◇ 1004 Setting optimal texture sizes and resizing in Unity.srt
│ └─◇ 1005 Setting up a naming convention and scene management.srt
│ └─◇ 1006 Renaming tools in 3ds Max.srt
├─◆Conclusion
│ └─◇ What’s next.srt
◇
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