Texturing Fundamentals 1 - UV Mapping & Texturing - DCLM - Chris Thomas Level: Fundamentals Dauer: 4 Stunden, 15 Minuten Sprache: Englisch 64,00 € (incl. 19% MwSt.) Bezahlung / Payment: PayPal, Überweisung / Wire transfer This comprehensive DVD will introduce to you and take you through many of the fundamental concepts of texturing models in a CG environment. What is UVW mapping and how do I work with it? How do 3D procedural textures map themselves onto our models? How can I lock those procedurals to my deforming characters mesh (skin, soft body dynamic objects etc). These and other topics are explored here and should give any user a complete grounding in UV mapping and texturing within 3dsmax.
This DVD is aimed at a fundamentals and intermediate level user that needs a fuller grasp of UVW mapping and procedural texture theory. It will give any user a firm grasp of these concepts upon which they can build further more advanced skills. Inhalt: Chapter 01: What are UVs?An introduction to what UVW coordinates are and how they can be used to map 2D textures onto our models. | | Chapter 02: Displaying Materials How to effectively display 2D and 3D textures in the viewport. | | Chapter 03: Implicit UVs What are "implicit" UVs? | Chapter 04: Applied UVW Projections How to apply UVs when implicit UVs are missing. | | Chapter 05: The UVW Mapping Modifier How to use the UVW Mapping Modifier | | Chapter 06: "Linking" The UVW Gizmo How to "link" the UVW Modifiers Gizmo to another scene object for special effects work. | | Chapter 07: The Bitmap Coordinates Rollout How to use the 2D/Bitmap Coordinates Rollout in conjunction with an objects UVs to control how the Bitmap/2D images is applied. | | Chapter 08: The Unwrap UVW Modifier A brief introduction to the Unwrap UVW Modifier . | | Chapter 09: Procedural Textures What are Procedural Textures? | | Chapter 10: World Space How to map procedural textures using the World Space Coordinate System. | | Chapter 11: Object Space How to map procedural textures using Object Space Coordinate System. | | Chapter 12: UVW Space How to map procedurals using UVW space and also how to lock procedurals to deforming mesh surfaces using UV mapping. | | Chapter 13: Special Mapping Types A brief introduction to "special" procedural mapping types. | | Chapter 14: Procedural Coordinates Rollout How to work with the corresponding procedural coordinates rollout. | | Chapter 15: Applied MappingApplying what we have learnt in the previous chapters to a real world model . |
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