- With the basics of our Wood Grain texture…already in place,…let's go ahead and take a look at…how we can use what we have already done,…really to help us generate a normal map…that we will definitely want to apply to our material.…This is most probably the simplest part…of the texturing process that we will tackle in this course.…Indeed, if I just zoom into the Normal Map frame,…you can see that all we have is just a single node.…If I double click to select that,…zoom extents in a 2D view,…then just pan up in our Graph view,…you can see that all we have essentially done…is pipe our grayscale information…straight into this normal node.…
To show how this was done,…let's select our blend node here…and then after pressing the Spacebar key,…either type the word "normal" in the Search field…or just select it from the list…and well, that's it.…By doing things this way,…what we get, as you can clearly see,…is the blend node automatically pipes directly…into the normal node that was just created.…Of course as we already have a normal node,…
- Modeling the wood frame
- Adding structural reinforcements
- Creating nails with primitives
- Unwrapping the wood and nails
- Combining UV elements
- Exporting the FBX file
- Creating the shader in Substance Designer
- Simulating weathering and edge wear
- Importing the mesh in Unreal Engine
- Applying the substance
Skill Level Intermediate
Modeling a Character in 3ds Maxwith Ryan Kittleson4h 31m Intermediate
3ds Max 2013 Essential Trainingwith Aaron F. Ross7h 9m Beginner
Learning CAT Rigging Tools in 3ds Maxwith Joel Bradley2h 33m Intermediate
1. Modeling the Wood
2. Nailing It All Together
3. Unwrapping & Exporting Geometry
4. Creating the Shader
5. Bringing It All Together in Unreal Engine 4
Importing the mesh3m 5s
What next?1m 53s
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