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By Electronic Arts
This can be the artbook that got here with Dante's Inferno.
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Additional info for Dante's Inferno Artbook
Sample text
First we will lay out the UV on the wall as before, using planar maps from various angles. 2. Any trouble spots can be “automatic mapped” or from “camera angle” and sewn together. 3. When we are finished, we’ll make a duplicate mesh. One will become the Source mesh, the other our Target mesh. 4. We’ll lay out the UVs on the Target mesh more efficiently and maximize the UV space as best as possible. 5. We’ll then use a technique called “transfer maps” that will “bake” a new color map onto our Target mesh.
Select the wall mesh. Click on Extrude, and pull out (or push back) the blue arrow to the required depth shown on the on the Side template. The Broken Archway Adding Basic Details ● ● Continue selecting and extruding the ledges and trim to match the template. ma file to get an idea of what the mesh should look like. Creating the Texture Map Shader ● ● ● ● ● ● Open Maps (hypershade) again. Select the Template shader. Select Edit/Duplicate/Shading Network. Double-click shader to open Attribute editor.
The Stone Archway You’ll notice a bounding box displays, showing the region that has become UV mapped. Now we will create a new shader with the template texture that doesn’t have the grid. Duplicating a New Shader Sometimes you want a new shader that has many of the same settings as another shader but perhaps one small difference such as base color or image map. Rather than redoing the shader from scratch, we can duplicate an existing shader and, in this case, simply replace the texture. ● ● ● Click on Maps (hypershade editor).