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DIGITALTUTORS LOOK DEVELOPMENT PIPELINE USING NDO2 AND DDO IN PHOTOSHOP (Photoshop nDo2 和 dDo 貼圖繪製工作流程教學) 英文教學版(DVD9一片裝 此片售價200元)




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軟體名稱:DIGITALTUTORS LOOK DEVELOPMENT PIPELINE USING NDO2 AND DDO IN PHOTOSHOP (Photoshop nDo2 和 dDo 貼圖繪製工作流程教學) 英文教學版(DVD9一片裝 此片售價200元)
語系版本:英文教學版
光碟片數:單片裝
破解說明:
系統支援:For Windows XP/Vista/7
軟體類型:Photoshop nDo2 和 dDo 貼圖繪製工作流程教學
硬體需求:PC
更新日期:2014-02-28
官方網站:http://www.digitaltutors.com/tutorial/1464-Look-Development-Pipeline-using-Ndo2-and-Ddo-in-Photoshop
中文網站:
軟體簡介:
銷售價格:$200元
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軟體簡介:
 
你將學到什麼
在這一系列的教訓,我們將設立程式上的烘烤和批量紋理映射。我們將使用刻畫
從ZBrush的, Headus UVLayout , x普通, Quixel nDo2和Quixel DDO 5.2 。
What you will learn
Throughout this series of lessons we will be setting up procedural bakes 
and batch texture mapping. We will use sculpts from ZBrush, Headus UVLayout, 
xNormal, Quixel nDo2, and Quixel dDo 5.2.

我們將瞭解創造,快速生成特定的地圖。我們將創建的地圖,如從頭法線,自動創
建彌漫,而其中包括環境遮擋,使用Quixel的軟體套件。最後,我們將會呈現出我
們的烘烤和模型狨1.10和KeyShot在Photoshop最終用途。
We will learn about the creation of specific maps that are generated quickly. 
We will create maps such as normals from scratch, automatic creation of 
diffuse, and ambient occlusion among others, using Quixel's suite of software. 
Finally, we will be rendering out our bakes and model with Marmoset 1.10 and 
KeyShot for final usage in Photoshop.

01. Introduction and project overview 01:07
02. Getting started with the project model 12:14
03. Projecting high detail and sub-tool management 08:47
04. Working with the Decimation Master 08:31
05. Using dDo materials in Maya 09:51
06. Baking out maps in xNormal 10:20
07. Editing normal details in nDo2 21:09
08. Creating color texture and color diffuse maps 18:09
09. Saving out FBX files for preview mesh in nDo2 06:16
10. Using the Automation Hub in dDo 11:53
11. Using Skyshop Previewer to view post bake results 15:24
12. Looking at environmental details versus material details 17:35
13. Creating secondary production bakes in the Automation Hub 17:46
14. Using contextual menus in dDo 21:26
15. Introducing and setting up Marmoset Toolbag 10:07
16. Using material in Marmoset Toolbag 15:20
17. Loading changes from dDo to Marmoset Toolbag 20:44
18. Prepping in ZBrush to render in KeyShot 12:22
19. Setting up HDRI lighting in KeyShot 13:41
20. Reviewing KeyShot outputs to Photoshop 15:07
21. Final render of our mech in Photoshop 09:30
22. Creating normals from scratch 16:39
23. Converting normal detail to other procedural maps 17:11
24. Baking textures quickly in dDo 22:51
25. Rendering views in Marmoset Toolbag and Maya DX-11 shaders 07:35

 


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