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AXE TEXTURING: FULL BREAKDOWN OF COPS TEXTURING
In this video you will learn more about texturing an asset for games using COPs in Houdini 21. This will be a full overview with a PBR workflow in mind. This means it will tackle Color, Roughness, Metal and Normal maps.
This video is based on my Axe modelling video, then you will have a full breakdown on making an asset.
https://www.youtube.com/watch?v=bIGOF5nvPtA
The approach will be something close to Substance. Building a setup that feel great to use and easy to add on top of it. This video can only be the beginning of a more complex asset setup.
First will be baking, this means getting all the useful maps. Such as a Normal, AO, World Normal, Position,... This is a standard start but important as all maps will be used to create the final result.
A color ID mask will be generated to mask and blend materials together.
For creating materials you will see how to make a custom HDA that outputs a material. This will make it easy for us to add more materials quickly over time. Rather then setting up each map and material manually.
Get Axe file
https://siver.gumroad.com/l/lrnut
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