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Add transcription for: frames_zips/CGMA_IntroAssetCreationGames_DownloadPirate.com_Week 6 - 5 Recap&Homework_frames.zip

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transcriptions/frames_zips/CGMA_IntroAssetCreationGames_DownloadPirate.com_Week 6 - 5 Recap&Homework_frames_transcription.json ADDED
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+ "text": " Hey everyone, so in this video I just wanted to give a recap and talk about the homework assignment for this week. So in this particular series of videos we've gone over how to actually texture our beetle robot. So I went through the process of reference gathering and actually creating a new reference board for the week in terms of texturing and everything. So collecting new references that we could use that are specific to this particular week. So you can see here we break that down into different materials and try to figure out how we're going to tackle the robot from a texturing perspective. I then showed a couple of techniques on how to structure the actual file and set up the layers and everything and worked briefly on anchor points to show how I use those in the project. And then we actually create our smart materials and we try to build up the individual material definition. So we have this main dark painted metal material and we work on our actual metal as well. And then once we've got all of our smart materials working, we then add some more unique detail to those on top and try to detail those out further and then assign them to the different parts of the of the model. So you can see in the end everything is getting assigned to all the other parts of the model. And we're trying to keep our base, our bakes for say the ID map to be consistent. So when we assign them, things get assigned correctly to the right places. So that's also worth kind of pointing out as well. And then finally to finish everything off, we add a bunch of hand-painted detail that's specific to the model and specific to the individual texture sets to make sure that we can add that really nice, unique detail that's gonna sell the look of the model. So for the homework assignment this week, the expectation is that we would build out a new reference board, which we're gonna use for texturing. And I would definitely try to focus your attention in making sure that you break things down into individual materials. And you don't have to texture him exactly as I have textured in my example. It doesn't have to be the same colors. And if obviously if you're using a different, if you're doing a completely different animal mech, then you maybe won't even be doing a beetle. So that's also fine as well. But yeah, so that would be the advice that I would give there. And then as far as the texturing is concerned, work on the smart materials first, get those assigned. On one of the texture sets, propagate them across and then do your pass on the hand-painted detail. So by the end of this week, we should have everything to a more finished, textured state. So that would be my expectation for this week.",
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+ "segments": [
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+ {
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+ "text": " Hey everyone, so in this video I just wanted to give a recap and talk about the homework assignment for this week. So in this particular series of videos we've gone over how to actually texture our beetle robot. So I went through the process of reference gathering and actually creating a new reference board for the week in terms of texturing and everything. So collecting new references that we could use that are specific to this particular week. So you can see here we break that down into different materials and try to figure out how we're going to tackle the robot from a texturing perspective. I then showed a couple of techniques on how to structure the actual file and set up the layers and everything and worked briefly on anchor points to show how I use those in the project. And then we actually create our smart materials and we try to build up the individual material definition. So we have this main dark painted metal material and we work on our actual metal as well. And then once we've got all of our smart materials working, we then add some more unique detail to those on top and try to detail those out further and then assign them to the different parts of the of the model. So you can see in the end everything is getting assigned to all the other parts of the model. And we're trying to keep our base, our bakes for say the ID map to be consistent. So when we assign them, things get assigned correctly to the right places. So that's also worth kind of pointing out as well. And then finally to finish everything off, we add a bunch of hand-painted detail that's specific to the model and specific to the individual texture sets to make sure that we can add that really nice, unique detail that's gonna sell the look of the model. So for the homework assignment this week, the expectation is that we would build out a new reference board, which we're gonna use for texturing. And I would definitely try to focus your attention in making sure that you break things down into individual materials. And you don't have to texture him exactly as I have textured in my example. It doesn't have to be the same colors. And if obviously if you're using a different, if you're doing a completely different animal mech, then you maybe won't even be doing a beetle. So that's also fine as well. But yeah, so that would be the advice that I would give there. And then as far as the texturing is concerned, work on the smart materials first, get those assigned. On one of the texture sets, propagate them across and then do your pass on the hand-painted detail. So by the end of this week, we should have everything to a more finished, textured state. So that would be my expectation for this week."
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+ }