Asparagus
发表于 2025-3-25 05:04:53
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盟军
发表于 2025-3-25 10:42:22
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colostrum
发表于 2025-3-25 14:47:21
Discussion and Further Open Problems,hese chapters will lead to the production of one asset, this chapter focuses on making sure the mech is properly set up for the next steps. This chapter covers the pipeline’s best practices, using the Outliner, cleaning up the scene, naming conventions, modifying transforms, and optimizing pivot loc
天赋
发表于 2025-3-25 16:44:22
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OATH
发表于 2025-3-25 23:16:11
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巨大没有
发表于 2025-3-26 04:12:02
Hyperbolicity of Projective Hypersurfacesyond Maya. In Chapter ., you learned how UV maps are created from the low poly model of the mech and what they are used for. You can use these maps to apply your textures. Throughout this chapter, you will be working with multiple textures on a single model, looking at an overview of Substance 3D Pa
骚扰
发表于 2025-3-26 07:41:08
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Generosity
发表于 2025-3-26 08:51:25
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consolidate
发表于 2025-3-26 13:05:47
Bringing the Asset to Life,In this chapter, you finish the 3D asset pipeline with animation, texture, and material applications. The chapter covers the role of the game engine. It will recap the iterative design process, explain how to animate the mech, install Unity, and import the mech assets you have been working on throughout this book.
Palter
发表于 2025-3-26 18:51:19
Nova VillanuevaIs a valuable resource as there are few books available on the contemporary game assets pipeline.Introduces you to the complete process, from creation to integration.Covers popular and industry-standa