CG Cookie - Fundamentals of Materials and Textures
English | mp4 | H264 1280x720 | AAC 2 ch | 273 MB
In this course we'll focus on bringing col into your game. Unity 5 has introduced suppt f "Physically Based Shading" (PBS) materials which means we can now impt textures made within a Physically Based Rendering (PBR) wkflow. I'll show you the basics of common texture maps you'll use such as Albedo, Nmal and Emission maps. I'll be utilizing some textures from Game Textures which include PBR texture maps. Due to the variety of material types available within Unity I'll focus on the main "standard shader" which has been condensed to suppt multiple texture maps with one material. Some of the topics we'll take a look at include: - Differences between metallic and specular wkflows
- Impting texture maps
- Secondary maps
- Creating depth with height and nmal maps
- Rendering modes f glass and transparent materials
- Render textures f cameras
By the end of this course you should feel comftable impting and using textures and materials in a physically based environment. The concepts applied within this course can be easily used with any other materials Unity has available.
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