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Download What are Normal’s?[Course][Blender]
Free Course | Tutorials | Guide | Size: 2.33GB
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Those who are Beginner Graphic Designers Want to practice By Reverse Engineering The pre-made stuff from Envato Elements can do that by taking Our available Stuff. Here We Categorised All the Courses In Different Section Just Like 2D/3D Design, Architect, Motion Graphics Object, Gaming Graphics Elements, Product Design Under different Software Programmes Like Cinema 4D, AcceliCAD, Adobe Animate, After Effects, ArchiCAD, CAD Modelling, 3ds Max, Autocad, AutoDesk, Blender, Catia, ColorWay, MARI, Maya, MODO, MotionBuilder, Mudbox, NUKE, Revit, Sketchbook, Sketchup, Softimage, Solid Works, V-Ray, ZBrush, Camtasia, Character Animator, Digital Painting, Final Cut Pro, Unity, Rhino, Terragen Many More.
3D modelling, Normals, Baking, Textures, Texture maps, Maya, Blender, Houdini, Substance, Painter, Designer.
What you’ll learn:
We learn about Normals and the role they play in surface construction.
We dive into how Normals can be manipulated to alter the look of a surface.
We explore how Normals are used to represent complex geometry on flat surfaces.
We take a look at why low polygon Normals play a huge part in how high polygon detail is projected onto a surface.
Requirements:
This series assumes the viewer has some prior 3D art creation knowledge. As we start from the simplest explanation of Normals, the viewer should have a comprehensive understanding of Normals by the end.
Description:
In this program agnostic series we learn about Normals and the part they play in our 3D art. By the end of this course you’ll have a deep understanding of Normals with the ability to debug and solve almost any normal map baking scenario.
This 3 hour series consists of 10 chapters:
Chapter 1: Normals – What are they?
We learn about Normals and the role they play in surface construction.
Chapter 2: Normals – What do they do?
We dive into how Normals can be manipulated to alter the look of a surface.
Chapter 3: Projection – How does it work?
We explore how Normals are used to represent complex geometry on flat surfaces.
Chapter 4: Texture Baking Basics.
We finally take a look at baking our high polygon model to a texture. We apply what we’ve learnt thus far to debug and solve almost any projection issue.
Chapter 5: What are Tangent Space Normals?
We build our own tangent space Normals and learn how they work to better understand why they’re used.
Chapter 6: Why your Normal map bakes are warped.
We take a look at why low polygon Normals play a huge part in how high polygon detail is projected onto a surface.
Chapter 7: Baking with support edges.
We take everything we’ve learnt and bake a clean normal map using support edges.
Chapter 8: Baking using Normal map blending.
We take a different approach and blend two normal map projection methods to create a clean map.
Chapters 9 and 10: Baking using Normal map blending in Maya and Blender.
We replicate the normal map blending technique in both Maya and Blender to illustrate these methodologies are program agnostic.
SKILL LEVEL:
This series assumes the viewer has some prior 3D art creation knowledge. As we start from the simplest explanation of Normals, the viewer should have a comprehensive understanding of Normals by the end.
Who this course is for:
Beginner/intermediate
Download What are Normal’s?[Course][Blender] Free
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