texturing

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Texturing

纹理制作

UV Mapping Techniques

UV映射技巧

UV Basics

UV基础

  • UV Coordinates: 2D coordinates mapping 3D geometry to 2D texture space
  • UV Unwrapping: Process of flattening 3D geometry into 2D space
  • UV Seams: Cuts in UV layout to enable flattening
  • UV Islands: Connected groups of UV faces
  • UV Density: Consistency of texel density across model
  • UV Space: 0-1 coordinate space for UV mapping
  • UV坐标:将3D几何体映射到2D纹理空间的二维坐标
  • UV展开:将3D几何体展平为2D空间的过程
  • UV接缝:UV布局中为实现展平而设置的切割线
  • UV岛:相互连接的UV面群组
  • UV密度:模型表面纹理像素密度的一致性
  • UV空间:UV映射使用的0-1坐标空间

UV Unwrapping Methods

UV展开方法

  • Automatic Unwrapping: Algorithmic UV generation
  • Manual Unwrapping: Manual seam placement and unfolding
  • Projection Mapping: Project UVs from different views
  • Cylindrical Mapping: Wrap UVs around cylinder
  • Spherical Mapping: Wrap UVs around sphere
  • Box Mapping: Project UVs from 6 directions
  • 自动展开:通过算法生成UV
  • 手动展开:手动设置接缝并展平几何体
  • 投影映射:从不同视角投影UV
  • 圆柱映射:将UV包裹在圆柱表面
  • 球形映射:将UV包裹在球体表面
  • 盒式映射:从6个方向投影UV

UV Best Practices

UV最佳实践

  • Minimize Distortion: Reduce stretching and compression
  • Seam Placement: Place seams in less visible areas
  • UV Density: Maintain consistent texel density
  • UV Packing: Pack UV islands efficiently
  • Multiple UV Sets: Create additional UV sets for lightmaps, baking
  • UV Organization: Organize UVs logically for texture painting
  • 最小化畸变:减少拉伸和压缩
  • 接缝放置:将接缝放在不太显眼的区域
  • UV密度:保持纹理像素密度一致
  • UV打包:高效排列UV岛
  • 多UV集:为光照贴图、烘焙创建额外的UV集
  • UV整理:合理组织UV以便纹理绘制

Texture Painting Workflows

纹理绘制工作流

Texture Painting Tools

纹理绘制工具

  • Brush Tools: Paint, airbrush, smudge, blur
  • Stencils: Use stencils for precise painting
  • Clone Tool: Clone texture from one area to another
  • Fill Tool: Fill areas with color or pattern
  • Masking: Mask areas to protect from painting
  • Layers: Use layers for non-destructive painting
  • 笔刷工具:绘画、喷枪、涂抹、模糊
  • 模板:使用模板进行精准绘制
  • 克隆工具:将纹理从一个区域克隆到另一个区域
  • 填充工具:用颜色或图案填充区域
  • 遮罩:遮罩区域以避免被绘制
  • 图层:使用图层实现非破坏性绘制

Texture Types

纹理类型

  • Base Color: Main color of the surface
  • Normal Map: Surface detail and depth
  • Roughness Map: Surface roughness for PBR
  • Metallic Map: Metallic vs non-metallic surfaces
  • Ambient Occlusion (AO): Self-shadowing and contact shadows
  • Emission Map: Emissive/glowing areas
  • Height/Displacement Map: Actual geometric displacement
  • 基础色图:表面的主颜色
  • 法线图:表现表面细节和深度
  • 粗糙度图:PBR工作流中用于定义表面粗糙度
  • 金属度图:区分金属与非金属表面
  • 环境光遮蔽(AO)图:表现自阴影和接触阴影
  • 发光图:定义发光/发亮区域
  • 高度/置换图:实现实际的几何体置换

Texture Painting Techniques

纹理绘制技巧

  • Hand Painting: Paint textures by hand
  • Photo Bashing: Combine photos for textures
  • Procedural Generation: Generate textures procedurally
  • Baking: Bake high-poly detail to textures
  • Texture Projection: Project textures onto model
  • Texture Synthesis: Generate textures from samples
  • 手绘纹理:手动绘制纹理
  • 照片拼接:结合照片制作纹理
  • 程序化生成:程序化生成纹理
  • 烘焙:将高模细节烘焙到纹理中
  • 纹理投影:将纹理投影到模型上
  • 纹理合成:从样本生成纹理

PBR (Physically Based Rendering) Materials

PBR(基于物理的渲染)材质

PBR Fundamentals

PBR基础

  • Physically Based: Based on real-world physics
  • Energy Conservation: Light energy is conserved
  • Microsurface Theory: Surfaces have microscopic roughness
  • Fresnel Effect: Reflectivity varies with viewing angle
  • Metallic Workflow: Metallic vs non-metallic surfaces
  • Specular Workflow: Separate specular map
  • 基于物理:基于真实世界物理规律
  • 能量守恒:光线能量保持守恒
  • 微表面理论:表面存在微观粗糙度
  • 菲涅尔效应:反射率随视角变化
  • 金属工作流:区分金属与非金属表面
  • 高光工作流:使用单独的高光图

PBR Texture Maps

PBR纹理图

  • Albedo/Diffuse: Base color without lighting
  • Normal: Surface normal for lighting calculation
  • Roughness: Surface roughness for specular reflection
  • Metallic: Metallic vs non-metallic surface
  • Ambient Occlusion: Self-shadowing and contact shadows
  • Emission: Emissive/glowing areas
  • 反照率/漫反射图:不含光照信息的基础色
  • 法线图:用于光照计算的表面法线
  • 粗糙度图:定义表面粗糙度以影响高光反射
  • 金属度图:区分金属与非金属表面
  • 环境光遮蔽(AO)图:表现自阴影和接触阴影
  • 发光图:定义发光区域

PBR Material Properties

PBR材质属性

  • Albedo: Base color of the surface
  • Roughness: How rough or smooth the surface is
  • Metallic: Whether the surface is metallic
  • Normal: Surface detail and orientation
  • Emission: Whether the surface emits light
  • Opacity: Whether the surface is transparent
  • 反照率:表面的基础颜色
  • 粗糙度:表面的粗糙或光滑程度
  • 金属度:表面是否为金属材质
  • 法线:表面细节与朝向
  • 发光:表面是否发光
  • 不透明度:表面是否透明

Substance Painter and Designer Workflows

Substance Painter与Designer工作流

Substance Painter

Substance Painter

  • Texture Painting: Paint textures in 3D space
  • Smart Materials: Procedural materials with smart masks
  • Layer Stack: Non-destructive layer system
  • Baking: Bake high-poly detail to textures
  • Atlas Generation: Combine multiple textures into single atlas
  • Export: Export to various formats and engines
  • 纹理绘制:在3D空间中绘制纹理
  • 智能材质:带有智能遮罩的程序化材质
  • 图层堆栈:非破坏性图层系统
  • 烘焙:将高模细节烘焙到纹理中
  • 图集生成:将多个纹理合并为单个图集
  • 导出:导出为多种格式以适配不同引擎

Substance Designer

Substance Designer

  • Node-Based: Create materials with node graph
  • Procedural: Generate textures procedurally
  • Filters: Apply filters to textures
  • Gradients: Create gradients for materials
  • Pattern Generators: Generate patterns for textures
  • Export: Export to various formats and engines
  • 基于节点:通过节点图创建材质
  • 程序化:程序化生成纹理
  • 滤镜:对纹理应用滤镜效果
  • 渐变:为材质创建渐变效果
  • 图案生成器:为纹理生成图案
  • 导出:导出为多种格式以适配不同引擎

Substance Best Practices

Substance最佳实践

  • Non-Destructive: Use layers and masks for non-destructive workflow
  • Smart Materials: Use smart materials for efficiency
  • Baking: Bake high-poly detail for quality
  • Organization: Organize layers and materials logically
  • Export Settings: Configure export settings for target engine
  • Performance: Optimize textures for performance
  • 非破坏性工作流:使用图层和遮罩实现非破坏性操作
  • 智能材质:使用智能材质提升效率
  • 烘焙细节:烘焙高模细节以保证质量
  • 合理组织:逻辑化组织图层与材质
  • 导出设置:针对目标引擎配置导出参数
  • 性能优化:优化纹理以提升性能

Shader Basics and Node Graphs

着色器基础与节点图

Shader Fundamentals

着色器基础

  • Shaders: Programs that determine how surfaces are rendered
  • Vertex Shaders: Process vertices and pass data to fragment shaders
  • Fragment Shaders: Process fragments (pixels) and determine color
  • Shader Properties: Exposed parameters for artists
  • Shader Inputs: Textures, colors, values
  • Shader Outputs: Final color and other outputs
  • 着色器(Shaders):决定表面渲染方式的程序
  • 顶点着色器:处理顶点并将数据传递给片元着色器
  • 片元着色器:处理片元(像素)并确定颜色
  • 着色器属性:向美术人员开放的可调参数
  • 着色器输入:纹理、颜色、数值等
  • 着色器输出:最终颜色及其他输出结果

Node Graph Shaders

节点图着色器

  • Node-Based: Create shaders visually with nodes
  • Nodes: Individual operations in shader graph
  • Connections: Connect nodes to create shader logic
  • Inputs: Inputs to nodes (textures, colors, values)
  • Outputs: Outputs from nodes (colors, values)
  • Sub-Graphs: Reusable shader logic
  • 基于节点:通过可视化节点创建着色器
  • 节点:着色器图中的独立操作单元
  • 连接:连接节点以构建着色器逻辑
  • 输入:节点的输入内容(纹理、颜色、数值)
  • 输出:节点的输出结果(颜色、数值)
  • 子图:可复用的着色器逻辑模块

Common Shader Nodes

常见着色器节点

  • Texture Sample: Sample texture at UV coordinates
  • Math Nodes: Mathematical operations
  • Color Nodes: Color operations
  • Vector Nodes: Vector operations
  • Lerp: Linear interpolation between values
  • Fresnel: Fresnel effect based on viewing angle
  • 纹理采样:在UV坐标处采样纹理
  • 数学节点:执行数学运算
  • 颜色节点:执行颜色操作
  • 向量节点:执行向量运算
  • 线性插值(Lerp):在两个值之间进行线性插值
  • 菲涅尔(Fresnel):基于视角实现菲涅尔效应

Texture Atlasing and Optimization

纹理图集与优化

Texture Atlasing

纹理图集

  • Atlas Generation: Combine multiple textures into single atlas
  • UV Packing: Pack UVs efficiently in atlas
  • Texture Channels: Pack multiple maps into single texture channels
  • Mipmaps: Generate mipmaps for distance rendering
  • Texture Arrays: Use texture arrays for multiple textures
  • 图集生成:将多个纹理合并为单个图集
  • UV打包:在图集中高效排列UV
  • 纹理通道:将多张图打包到单个纹理的不同通道中
  • Mipmap:生成多级渐远纹理以适配远距离渲染
  • 纹理数组:使用纹理数组管理多个纹理

Texture Optimization

纹理优化

  • Resolution: Reduce texture resolution where appropriate
  • Format: Use efficient texture formats (ASTC, ETC2, BC7)
  • Compression: Apply texture compression
  • Mipmaps: Generate mipmaps for distance rendering
  • Texture Streaming: Stream textures based on distance
  • Texture Budget: Manage texture memory budget
  • 分辨率:在合适的区域降低纹理分辨率
  • 格式:使用高效的纹理格式(ASTC、ETC2、BC7)
  • 压缩:应用纹理压缩
  • Mipmap:生成多级渐远纹理以适配远距离渲染
  • 纹理流送:根据距离动态加载纹理
  • 纹理预算:管理纹理内存预算

Platform-Specific Optimization

平台专属优化

  • Mobile: Lower resolution, simpler formats
  • Console: Medium optimization, balance quality and performance
  • PC: Higher quality, more complex textures
  • VR: High frame rate priority, reduced complexity
  • Web: Efficient formats, progressive loading
  • 移动平台:更低分辨率、更简洁的格式
  • 主机平台:中等优化,平衡画质与性能
  • PC平台:更高画质、更复杂的纹理
  • VR平台:优先保证高帧率,降低复杂度
  • Web平台:使用高效格式,支持渐进式加载

Texture Export and Integration

纹理导出与集成

Export Formats

导出格式

  • PNG: Lossless compression, good for UI and transparency
  • JPG: Lossy compression, good for photos
  • TGA: Uncompressed, good for intermediate files
  • PSD: Photoshop format, good for editing
  • EXR: High dynamic range, good for baking
  • PNG:无损压缩,适用于UI及透明纹理
  • JPG:有损压缩,适用于照片类纹理
  • TGA:无压缩,适用于中间文件
  • PSD:Photoshop格式,适用于编辑
  • EXR:高动态范围,适用于烘焙

Export Settings

导出设置

  • Resolution: Set appropriate resolution
  • Color Space: Set correct color space (sRGB, Linear)
  • Alpha Channel: Include or exclude alpha channel
  • Mipmaps: Generate or exclude mipmaps
  • Compression: Apply or exclude compression
  • 分辨率:设置合适的分辨率
  • 色彩空间:设置正确的色彩空间(sRGB、Linear)
  • Alpha通道:包含或排除Alpha通道
  • Mipmap:生成或排除多级渐远纹理
  • 压缩:应用或排除纹理压缩

Integration

集成

  • Unity: Import textures, set import settings, assign to materials
  • Unreal: Import textures, set import settings, assign to materials
  • Godot: Import textures, set import settings, assign to materials
  • Web: Use Three.js or Babylon.js with textures
  • Custom: Parse texture data and apply to custom systems
  • Unity:导入纹理、设置导入参数、分配给材质
  • Unreal:导入纹理、设置导入参数、分配给材质
  • Godot:导入纹理、设置导入参数、分配给材质
  • Web:结合Three.js或Babylon.js使用纹理
  • 自定义系统:解析纹理数据并应用到自定义系统