#3 Game Axe Asset Creation Series - Maya UV Unwrapping & Normal Map Baking HD

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  • Опубліковано 30 вер 2024
  • In this quick video, we’re going to take our newly retopoligized axe, unwrap it and bake normal maps for it. The normal maps are baked between the new topology and the original high poly mesh, which we export from zbrush as a separate object. In order to bake the normal map map, we have to first create UVs for the model.
    We’ll take a look at some of maya’s UV projection and management instruments and discuss placing the UV seams in the least noticeable way.
    Once the UVs are done we’ll proceed to the “transfer maps” menu and check out the options available to us, to bake the high-poly detail onto our low poly mesh.
    Hope you enjoyed this tutorial Stay tuned for more!
    This tutorial was created exclusively for Edge-CGI by Eugene, feel free to check out his artstation to see more of his work!
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КОМЕНТАРІ • 6

  • @mdrabbysarkar3964
    @mdrabbysarkar3964 8 років тому

    very good my boss. I am new man maya software.only one year study maya software then useing ur video.

  • @Crazy-George
    @Crazy-George 8 років тому

    Very good way of showing how to uv unwrap. Thank you for the tutorial :D

  • @yaroslavhoncharenko6697
    @yaroslavhoncharenko6697 7 років тому

    Very informative, thank you, keep going!

  • @3ddeser
    @3ddeser 5 років тому

    thank you!

  • @rodolforubens
    @rodolforubens 7 років тому

    What about rounded objects like boulders? How I would hide seams?

    • @CyComms
      @CyComms 7 років тому

      If you can't hide them when UVing, hide them when texturing.