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Lynda - Up and Running with MARI for Texture Painting

文件类型 收录时间 最后活跃 资源热度 文件大小 文件数量
视频 2016-11-10 22:52 2024-6-27 14:47 99 1.12 GB 38
二维码链接
Lynda - Up and Running with MARI for Texture Painting的二维码
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文件列表
  1. 002 Using the exercise files.mp41.41MB
  2. 003 Setting the cache and adjusting settings for best performance.mp423.39MB
  3. 004 Reference overview.mp419.42MB
  4. 005 Tumbling around the viewport.mp413.95MB
  5. 006 Layers, channels, and shaders and how they affect the look.mp420.13MB
  6. 007 Adjustment layers and procedural layers.mp414.86MB
  7. 008 Default brushes and Brush Editor.mp419.06MB
  8. 009 Using the Paint Through tool and Eraser tool.mp435.27MB
  9. 010 Transform, Slerp and Warp tools.mp424.02MB
  10. 011 Clear Painting mode and gradients.mp419.16MB
  11. 012 Auto bake and clear vs. manual bake and manual clear.mp423.36MB
  12. 013 Using different projection modes.mp434.82MB
  13. 014 Dynamic masking.mp442.31MB
  14. 015 Making a tileable texture.mp436.1MB
  15. 016 Using Selection tools to isolate and paint geometry.mp474.49MB
  16. 017 Repurposing diffuse maps for detailed supporting maps.mp432.87MB
  17. 018 Painting detailing with masking and layering.mp437.22MB
  18. 019 Creating the effect of leaking with your supporting maps.mp459.61MB
  19. 020 Quick copy and quick paste.mp431.38MB
  20. 021 Setting up our first shader (layered shader + aiStandard).mp455.95MB
  21. 022 Painting a basic diffuse stone texture with UV tiliing.mp449.73MB
  22. 023 Building supporting channels for our stone shader.mp417.63MB
  23. 024 Using the Paint Through tool to add mossy details to the stone.mp442.29MB
  24. 025 'Edging' the stones to create a feeling of scraped, scratched edges.mp440.95MB
  25. 026 Fine-tuning the shader.mp424.74MB
  26. 027 Layering paint on top of wood using filters and masks.mp447.52MB
  27. 028 Using procedurals to create a rope diffuse map.mp425.97MB
  28. 029 Creating the painted wood supporting maps.mp420.66MB
  29. 030 Fine-tuning the shader of the wooden structure.mp434.91MB
  30. 031 Using UV tiling to propagate a diffuse wood texture.mp446.99MB
  31. 032 Building supporting channels for our roof shader.mp422.12MB
  32. 033 Generating ambient occlusion on a model to mask in grime.mp427.67MB
  33. 034 Fine-tuning the roof shader.mp446.71MB
  34. 035 Using RGB mattes.mp429.21MB
  35. 036 Exporting channels.mp431.24MB
  36. 037 Saving out MARI archives.mp48.85MB
  37. 038 Next steps.mp42.53MB
  38. 001 Welcome.mp44.28MB
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