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Add transcription for: frames_zips/CGMA_IntroAssetCreationGames_DownloadPirate.com_Week 5 - 1 Recap_frames.zip

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transcriptions/frames_zips/CGMA_IntroAssetCreationGames_DownloadPirate.com_Week 5 - 1 Recap_frames_transcription.json ADDED
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+ {
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+ "text": " Hey everyone, welcome back. So in this session I just wanted to start by giving a really quick recap on where we're up to so far and then I'm going to briefly talk about what we're going to be covering next. So in the last sessions and videos we basically have brought our beetle up to a more finalized, what I would call a high poly mesh usually but this is now going to be turning, we're We're going to turn this mesh from a high poly mesh where we've got lots of detail and topology and everything into a more game ready mesh. And in this case, we're going to be working to Unreal 5 and Nanite. So we're going to be working this mesh up so that it is going to work for Unreal 5. And to be honest, that's not going to mean that the mesh is going to be super low poly because when we apply our mesh into Unreal 5, we can still keep a lot of the topology that we have here. It is going to, we are going to edit the topology and make it easier to work with UVing and unwrapping and then bringing into substance for texturing. So that's what we're going to be covering next.",
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+ "segments": [
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+ {
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+ "text": " Hey everyone, welcome back. So in this session I just wanted to start by giving a really quick recap on where we're up to so far and then I'm going to briefly talk about what we're going to be covering next. So in the last sessions and videos we basically have brought our beetle up to a more finalized, what I would call a high poly mesh usually but this is now going to be turning, we're We're going to turn this mesh from a high poly mesh where we've got lots of detail and topology and everything into a more game ready mesh. And in this case, we're going to be working to Unreal 5 and Nanite. So we're going to be working this mesh up so that it is going to work for Unreal 5. And to be honest, that's not going to mean that the mesh is going to be super low poly because when we apply our mesh into Unreal 5, we can still keep a lot of the topology that we have here. It is going to, we are going to edit the topology and make it easier to work with UVing and unwrapping and then bringing into substance for texturing. So that's what we're going to be covering next."
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+ }
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+ ]
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+ }