「BaseMesh プロパティ」に関連した動画の一覧 |
![]() | Sci-Fi Armour - Making Base Mesh (Hard Surface Techniques) (#013) In this 12-part tutorial, we will be creating the base mesh for a Sci-Fi Armour. We will be focusing our efforts more on hard surface modelling techniques than just design. The Sci-Fi Armour allows us to demonstrate a larger variety of techniques both old and new that I am confident can be utilised over a range of different models. www.badking.com.au Introduction In this introduction, we look at the overall scope of our project and briefly look at some of the topics that will be covered in this 12-part tutorial. I also provide details regarding a downloadable model of male_bust that can be utilised during the series. Part 01 In Part 1, we examine the muscle groups of the torso to help build our armour. We start with the frontal chest plate using topology and a zsphere and moving individual verts to get our desired shape. Part 02 In Part 2, we create the armour for the obliques from a simple cylinder and utilise a cube for the abdominal plating. We also examine the Group function in Dynamesh and look at SelectRect and Masking. Part 03 In Part 3, we use topology to create the band that wraps around our torso. We move the individual verts into place to get our desired results. We also look at ways around a potential topology problem. Part 04 In Part 4, we create the shoulder armour using Dynamesh and Create Shell. We utilise the HPolish brush for our basic shape and the ClipCurve brush to tidy it. We explore the Polish feature inside Dynamesh. Part 05 In Part 5, we revisit ... 2012年04月15日再生回数 185 |
![]() | Unreal Development Kit (UDK) - Destructible Building PT3 Fracture building static mesh. Ok Im testing this on a slow computer, after tweaking with the fracture props an etc, i found a way to increase the FPS was by changing the static mesh properties from a 32 lightmap to a 16, an helped smooth out the FPS a fare bit... Also working with default collision that comes with UDK Fracture objects are solid until there is a big enough hole to go through, going by mostly per poly collision. This was made in 3dmax v9 an imported into UDK no collision meshes included.. I would still like to improve this scene with some type of physics so the bottom floor gives way then the whole building will crumble. so far i simply just added a non fracture base mesh for the structure of the building to avoid a floating building if u were to take out the whole bottom floor. www.gamephys.com Enjoy.. 2010年01月03日再生回数 8701 |
![]() | Projection Mapping tutorial part 01 Part-1 of Projection Mapping Tutorial created for animation guru magazine.This is an extension to our previous tutorial on texture baking. Special Thanks to our Technical Director Mr. Anu Gautam Sharma for his help throughout the creation of this tutorial. Some insight about texture baking before you start the tutorial. Q: What is projection mapping? A: Projection mapping is a technique used for making normal maps. This is a part of baking. Through projection mapping we can store the details of high-poly mesh in RGB form in a normal map, and then this normal map can be used with the low poly base mesh to obtain the details of high poly mesh on low poly mesh without increasing any number of polygons. Q: What is Normal map? A: When light falls on any geometry, due to uneven topology at various points on surface the intensity of light falling on every point is different. Normal map is a map that can store the light intensity data in RGB format. Normal map is basically a three-color map. All these three colors are having special properties. Red channel encodes the left-right axis of normal orientation. Green channel encodes the up-down axis of normal orientation. Blue channel encodes vertical depth. The normal map having some great features one of them is that if you applying a normal map to an object and also place a light in the scene then render this, it shows shadows on object acc. to normal map .If you change the position of the light the position of shadow also changes ... 2010年11月18日再生回数 35256 |
![]() | Unreal Development Kit (UDK) - Destructible Building Fracture building static mesh. Ok Im testing this on a slow computer, after tweaking with the fracture props an etc, i found a way to increase the FPS was by changing the static mesh properties from a 32 lightmap to a 16, an helped smooth out the FPS a fare bit... Also working with default collision that comes with UDK Fracture objects are solid until there is a big enough hole to go through, going by mostly per poly collision. This was made in 3dmax v9 an imported into UDK no collision meshes included.. I would still like to improve this scene with some type of physics so the bottom floor gives way then the whole building will crumble. so far i simply just added a non fracture base mesh for the structure of the building to avoid a floating building if u were to take out the whole bottom floor. Enjoy.. 2010年01月02日再生回数 5023 |
![]() | Lunch Time ZBrush: Zombie Sculpt with Dynamesh (Part 1) With Halloween approaching, I felt like making a zombie portrait. I decided to use a lot of Dynamesh! I am particularly fond of the Curve Surface Brush (Hotkey: BCF), It is great for drawing topology to bridge sections of the dynamesh. I also used the Curve Tube Snap brush to cut into the mesh for the big cuts. The Skull base mesh was created by Ryan Kingslien and property of ZBrush Workshops, so I won't be providing a copy of the project file. If you have not been to his channel already, give it a visit, He is amazing: www.youtube.com Please Comment, Rate, & Subscribe! *heart* 2011年10月19日再生回数 890 |
![]() | Maya to ZBrush to UDK - Part 29 - Creating a low resolution version of the mesh. Static Mesh Workflow - From Maya to ZBrush to UDK. This series covers the creation of static meshes in Maya and generation of Normal, Height and Texture Maps in ZBrush. In this lesson we simplify our base mesh to create a lower resolution version of our object. --- This video is not endorsed by Epic Games, but this sort of tutorial is allowed. Unreal Development Kit (UDK) © 2009, Epic Games, Inc. Epic, Epic Games, Gears of War, Gears of War 2, Unreal, AnimSet Viewer, AnimTree Editor, Unreal Cascade, Unreal Content Browser, Unreal Development Kit, Unreal Editor, Unreal Engine, Unreal Kismet, Unreal Lightmass, Unreal Matinee, Unreal PhAT, UnrealScript and Unreal Tournament are trademarks or registered trademarks of Epic Games, Inc. in the United States of America and elsewhere. All other trademarks are the property of their respective owners. Music copyright Carl Newby. 2010年05月08日再生回数 1463 |
![]() | Space Environment and Props Environment and Prop work. The Brief was to create a Simulation game in 10 weeks as a group of 4 Artists and 6 Programmers. We decided that we would set it in space. This was created in UDK, Maya, Photoshop and Crazybump. I worked on the Sun, Stars, Planet, Particle Systems and the Powerplant. I provided textures for all the other buldings and the base mesh which all the other buildings sit upon. i also created the base metal texture that appears on all the buildings, this was a decision to make it easier to texture as well as pull the art style together concisely. My main goals were to create sparkling stars, a Day/night cycle, particle systems and to provide technical support to the rest of the art team. 2011年05月26日再生回数 184 |
![]() | UDK Loading and Saving Data with UnrealScript # 2- Tutorial Free video tutorial by Alan Thorn on how to save and load data to and from files in Unreal Script using the Unreal Development Kit (UDK). This tutorial uses the October 2011 build of the UDK. This is the second video of a five-part tutorial. More information on game development can be found at: www.alanthorn.net The files for this tutorial can be found at goo.gl Part 1 of this tutorial can be found at: www.youtube.com Part 3 of this tutorial can be found at: www.youtube.com Part 4 of this tutorial can be found at: www.youtube.com Part 5 of this tutorial can be found at: www.youtube.com 2011年11月17日再生回数 775 |







