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原创地编-3D场景作品 [地编场景] Rustic Alley - Unreal Engine
发布于
2024-3-17
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[翻译] : 大家好,我想分享一下我在业余时间做的一个项目。我用虚幻引擎制作了一个风格化的巷子,所有材质都是在Substance Designer上完成的,只有边框是建模和纹理设计。我使用ZBrush雕刻了岩石弧和两个边框,但我的方法是基于“超级边框”技术,但在雕刻边框时效果更好。我创建了一个名为“ID到边框”的节点,它非常简单,根据你的边框ID映射,将这个转换为“完美的45度法线边缘”,这样你就可以在ZBrush中随意进行边缘破坏。通过一些参数设置,你可以让边框以45度的方式雕刻。图片展示了它是如何工作的。

Hello everyone, I Would like to share something that I was working during my free time.
It's a stylized Alley made on unreal engine, all materials are made on substance designer and just the trim sheets are modeled but also texture in designer.
I use zbrush to sculp the rock arc and 2 trims, but I was using a technique based on "super trim" but works batter in your sculp trim.
I created a node called "ID to Trim" and works very simple, based on the ID_Map of your trim, the node converts this into a "perfect 45° Normal edge" allowing you make all the edge destruction that you want in zbrush and with some parameters exposed, you can have your trim sculped with 45o.
In image you can see how it works.
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一半旅人♀  发表于 2025-1-23 15:26:10  
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3D Environment Artist - TreeHo

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