【Lynda】Creating Game Environments in Maya and Photoshop【CHN】中英文字幕[SRT]

作者: acely. 分类: Lynda中文字幕, ◇ 3D+动画

==========教程信息=====================================================
教程名称:Creating Game Environments in Maya and Photoshop
作者:Adam Crespi
主题:3D + Animation, Modeling, Textures, Game Design
使用软件:Maya 2013, Photoshop CS6
难度等级:中级
时长: 5h 10m
发布日期: Aug 08, 2012

┏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 Game Environments in Maya and Photoshop[SRT]
├─◆0. Introduction
│ └─◇ 0001 Welcome.srt
│ └─◇ 0002 Using the exercise files.srt
│ └─◇ 0003 What you should know before watching this course.srt
│ └─◇ 0004 Setting up the workflow.srt
├─◆1. Anatomy of a Low-Poly Model
│ └─◇ 0101 Identifying key contours and shadows in concept art.srt
│ └─◇ 0102 Analyzing concept art for texture possibilities.srt
│ └─◇ 0103 Adding perceived detail through texture.srt
│ └─◇ 0104 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. Modular Planning and Blocking
│ └─◇ 0201 What is a module.srt
│ └─◇ 0202 Overview of the snap tools and precision modeling techniques.srt
│ └─◇ 0203 Blocking out the basic form of a building.srt
│ └─◇ 0204 Designing modular elements.srt
│ └─◇ 0205 The iterative process- Assembly and teardown.srt
│ └─◇ 0206 Planning for occlusion and texture stacking.srt
├─◆3. Modeling Building Elements in High Detail
│ └─◇ 0301 Adding foundation elements.srt
│ └─◇ 0302 Modeling a high-poly roll-up garage door.srt
│ └─◇ 0303 Improving building details.srt
│ └─◇ 0304 Building an island and a canopy.srt
│ └─◇ 0305 Constructing high-detail doors.srt
├─◆4. Low-Poly-Count Elements
│ └─◇ 0401 Adding door elements.srt
│ └─◇ 0402 Building a roof.srt
│ └─◇ 0403 Modeling light-tight walls.srt
│ └─◇ 0404 Adding miscellaneous elements such as air conditioners, signs, and steps.srt
├─◆5. Unwrapping the Elements
│ └─◇ 0501 Mapping UV projection types.srt
│ └─◇ 0502 Moving and sewing UVs.srt
│ └─◇ 0503 Planning a texture sheet.srt
│ └─◇ 0504 Stacking UVs.srt
├─◆6. Transferring Maps
│ └─◇ 0601 Overview of ambient occlusion.srt
│ └─◇ 0602 Overview of the Transfer Map dialog and baking.srt
│ └─◇ 0603 Baking occlusion using the Batch Bake dialog.srt
│ └─◇ 0604 Using occlusion as a foundation for dirt.srt
│ └─◇ 0605 Baking a normal map using the Transfer Map dialog.srt
├─◆7. Planning and Constructing Texture Sheets
│ └─◇ 0701 Assessing the size of elements on a texture sheet.srt
│ └─◇ 0702 Drawing detail at the right size.srt
│ └─◇ 0703 Using tiling and non-tiling textures.srt
│ └─◇ 0704 Painting layers of dirt and wear.srt
│ └─◇ 0705 Painting specular and transparent textures.srt
├─◆8. Importing into the Game Editor and Testing
│ └─◇ 0801 Cleaning up, exporting, and importing the model.srt
│ └─◇ 0802 Importing textures and marking them for use.srt
│ └─◇ 0803 Adding lights to test smoothing and textures.srt
│ └─◇ 0804 Refining materials.srt
│ └─◇ 0805 Viewing the final project.srt
├─◆Conclusion
│ └─◇ Next steps.srt

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