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Using workflow to model the sci-fi vehicle

导入

  • 导入到unreal的设置为
  • fbx2013
  • 大小不能差别特别大

High Poly

  • Maya
    • bend
    • 3 键 subdivision
    • add edge loop
    • Low Poly
      • 并没有特别的数字
      • 需要看camera的距离
  • ZBrush
    • weld使用TrimDynamic
  • Substance
    • Overlap的bake
    • 一块一块的
    • 如果重新导入的话
      •  Configuration
        • preserve stroke
    • Environment Setting
    • Bake texture
      • Normal
      • Ambient
      • 先只Normal
      • 设置
        • Dilation width:pixel padding!!!就是让uv别重叠或者错误间隔,用32
        • High Res
        • 然后Cage,控制low和high之间的distance
        • relative to bounding box
        • average normals
        • Match  By Mesh Name
        • Antialias
      • 除了Normal
        • ID map
          • color source
          • break object to colors
          • easy map to selection
          • 可以宣称 Mesh ID或者Material Color
          • 设置好low的material color
      • Base Color
        • 把Ambient 拖进去,然后设置UV Scale 1
        • C键,base color
      • Ambient Occlusion
        • self occlusion
          • Only same mesh name
      • Curvature
        • Edges
        • Conors
        • Enable Seams
          • 可以吧seam显示出
      • 按N可以显示出原来的
  • Maya
    • 一个low一个high
    • 一个导入游戏的,例如之间的缝隙
    • 对比low和high
    • bend的可以做没bend的元素
    • bend之后要导出fbx,ingame
      • 然后再substance里面测试一下
  • 对于ZBrush的dynamesh可以通过maya重建来实现低膜
    • retopo it
    • Mesh Tools
      • Show modeling tool kit
        • quad draw
        • short cut
      • 使用Quad Draw在一个mesh上画出来
        • Extend Loop
        • Extend Board
      • Relax = smooth
        • Shift+Left Click
  • Maya  UV 重叠和一些细节
    • 例如螺母,可能只占1pixel,但是需要放大
    • UV-》polygons->Layout
      • Shell pre-scaling: preserve 3D Ratios
      • Padding那个需要改为32
        • Shell Padding 16
        • TilePadding 16
      • 把UV排好
        • Rotate Shells + Pre Rotation Horizontal
        • 然后取消,再Apply
      • Packing Res 1024但是 iteration提高效果会更好
      • size up一些螺母
        • 选中小的东西,然后Scale up
        • 然后需要把Pre scale 关掉
        • 再Apply
  • ZBrush的subtool的name要和maya的一样!!!!!
    • 把Grp关掉,保留name
  • Substance
    • 如果是unreal需要有Compute tangent space per fragment
    • 去掉 Create per UDIM
    • Match by mesh Name
    • 有问题的地方去Maya,根据UV修改
  • Maya里面修改组装的时候
    • Preserve UV
  • Substance
    • Export
      • unreal
        • 三个
        • Base Color
        • Normal
        • Occlusion Roughness Material
          • R occlusion
          • G roughness
          • B metallic
    • Export Setting
      • 可以去掉Mesh Name
      • Duplicate
  • Unreal
    • ORM的Compress Mode
      • Mask no RGB
    • Basic
    • Normal
    • ORM
      • Occlusion Roughness Material
        • R occlusion
        • G roughness
        • B metallic
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