1) Pipeline 2: Modeling
a) Low Resolution
b) UV Layout
c) High Resolution
d) UV Maps
2) Pipeline 2: Baking Maps
a) Base Normal Maps
b) Rope Normal Map
c) Ambient Occlusion Maps
3) Pipeline 2: Diffuse Maps
a) Base Diffuse Maps
b) Diffuse Maps - Stone Base
c) Diffuse Maps - Stone Pillars
d) Diffuse Maps - Rope
e) Diffuse Maps - Wood & Metal
f) Diffuse Maps - Fabric Flag
g) Normal Maps Using Xnormal & Photoshop - Shield
h) Using Viewport 2.0 for Look Development & Rendering
4) Pipeline 2: ShaderFX
a) Intro to Shader FX Networks
b) Displacement
c) Lighting
d) Transparency
e) Reflection
f) UVs & Animation
5) Dynamics 1: Legacy Particles
a) Sketching Particles
b) Particles Grids
c) Omni Emitters
d) Directional Emitters
e) Volume Emitters
f) Emit from Curve
g) Per Point Emission
h) Surface Emission
i) Curve Flow
j) Emit from Particles
k) Collision Events
l) Instancing Objects
m) Instance Rotations
n) Animated Instances
o) Goal Weights
p) Conditional Goal Weights
q) Sprites
6) Lighting and Rendering 2: Mental Ray
a) Samples and Quality Control
b) Final Gather
c) Linear Work Flow
d) Physical Sun and Sky
e) Portal Lights
f) MIA Material X Shader
g) HDR Lighting
h) Displacement Maps
i) Ambient Occlusion
j) Motion Blur
k) Mental Ray Proxies
7) Adaptation A: Submission
No comments:
Post a Comment