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商品編號:DVD16490 碟片數量:1片 銷售價格:200 瀏覽次數:35506 ![]() ![]() 【轉載TXT文檔】 |
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商品描述

DIGITALTUTORS RETOPOLOGY TECHNIQUES IN MAYA (Maya重拓撲技術教學) 英文教學版(DVD一片裝)
軟體簡介:
With the advent of the high-resolution sculpting workflow, the modeled assets
we create can sometimes be difficult to work with in their native state. For
this reason, various tools are typically used to create a new, pipeline-friendly
topology for the model.
There are different methods for creating this geometry and it's important that
the method we use be quick, efficient and give us the control we require. In
this tutorial, we'll cover the tools in Maya 2014 that make this retopology
process go much faster. We'll cover setting up our reference model using the
Modeling Toolkit. We'll talk about using Quad Draw to interactively place
points and polygons across our model's surface.
We'll also cover the Shrink Wrap functionality and talk about edge flow
concerns as we create a new mesh for a character model. We'll finish up by
looking at the UV process and baking out our color and normal maps to apply to
our new, lower resolution mesh. In the end, you'll be able to create optimized
meshes out of your own high-resolution sculpts.
軟體簡介:
With the advent of the high-resolution sculpting workflow, the modeled assets
we create can sometimes be difficult to work with in their native state. For
this reason, various tools are typically used to create a new, pipeline-friendly
topology for the model.
There are different methods for creating this geometry and it's important that
the method we use be quick, efficient and give us the control we require. In
this tutorial, we'll cover the tools in Maya 2014 that make this retopology
process go much faster. We'll cover setting up our reference model using the
Modeling Toolkit. We'll talk about using Quad Draw to interactively place
points and polygons across our model's surface.
We'll also cover the Shrink Wrap functionality and talk about edge flow
concerns as we create a new mesh for a character model. We'll finish up by
looking at the UV process and baking out our color and normal maps to apply to
our new, lower resolution mesh. In the end, you'll be able to create optimized
meshes out of your own high-resolution sculpts.