
CGCookie - Fundamentals of Materials and Textures
https://cgcookie.com/courses/fundamentals-of-materials-and-textures
What is a normal map? How to add textures in blender? How to render in blender? Commonly asked questions when it comes to Blender, but more importantly they are applicable to the 3D workflow in general. In this course we will be going through steps that cover such topics as Unity 5 has introduced support for "Physically Based Shading" (PBS) materials which means we can now import textures or cg textures made within a Physically Based Rendering (PBR) workflow.
We'll focus on bringing color into your game. I'll show you the basics of common texture maps you'll use such as Albedo, Normal 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 support multiple texture maps with one material. Some of the topics we'll take a look at include: Differences between metallic and specular workflows Importing texture maps Secondary maps Creating depth with height and normal maps Rendering modes for glass and transparent materials Render textures for cameras By the end of this course you should feel comfortable importing 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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