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[Unity 5] CompositeMap - Unity3D tool for texture composing

CompositeMap utility allows to create and edit the whole set of object textures and real-time evaluate the result of their joint applying in Unity3D Editor. It allows customizing hard-visualizable textures like Reflection, Glossiness, Self-Illumination, etc. CompositeMap edits the textures using the masks of materials similar to CompositeMap map in 3ds Max or Layered Texture in Maya. We've created CompositeMap tool for internal use when we need to make a bunch of different textures for the same models of cars. We used these models in the scenes for our virtual hologram system called NettleBox. CompositeMap utility is easy to use and convenient and we decided it could be demanded by game designers, virtual tour's creators and the whole Unity3D community. How to use it: - First of all bake the masks for each material from hi-poly object. We've made that process automated by special 3ds Max script MaskBaker (it is free, you can download it from our website) - Then make a Normal map, Ambient Occlusion map and DiffuseFilter. - Throw the masks and maps into Unity and Create the CompositeMap asset instances for the each texture we need to create. - In the each CompositeMap instance you could create layers by masks and set the color and texture for any of them. You can compose the different layers like the layers in Photoshop (add, substract, multiply, etc). Each instance of CompositeMap generates the texture which could be immediately applied to the object. After generation all the textures you need, you just can remove the CompositeMap code from the project and doesn't include it in the final build. One of advantages of our tool is that it allows to adapt your textures for different shaders and renderers. For example, standard shader in Unity4 used one texture with rgb Diffuse and Glossiness in Alpha, Marmoset Skyshop shader used two textures: the first is rgb Diffuse, and the second one is rgb color and intensity of Reflection and glossiness in Alpha channel. With our utility it is doesn't a matter which shader and renderer you use, it is convenient for any of them. Completely compatible with Unity 5 default shaders. The second important advantage is that you can do the changes and immediately evaluate the result for joint applied textures in the current settings of Unity scene (lighting, etc). Unity 5 supported. AssetStore: https://www.assetstore.unity3d.com/en/#!/content/28788 Website: http://nttl.ru/compositemap/ MaskBaker 3dsMax script: http://nttl.ru/maskbaker/ Forum Thread: http://forum.unity3d.com/threads/compositemap-utility-for-texture-processing.296025/ Video Tutorial: http://www.youtube.com/watch?v=PAKyw2eWld4 Facebook: https://www.facebook.com/nettletech VK: http://vk.com/nettletech

Иконка канала Nettle Tech
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11 лет назад
12+
3 просмотра
11 лет назад

CompositeMap utility allows to create and edit the whole set of object textures and real-time evaluate the result of their joint applying in Unity3D Editor. It allows customizing hard-visualizable textures like Reflection, Glossiness, Self-Illumination, etc. CompositeMap edits the textures using the masks of materials similar to CompositeMap map in 3ds Max or Layered Texture in Maya. We've created CompositeMap tool for internal use when we need to make a bunch of different textures for the same models of cars. We used these models in the scenes for our virtual hologram system called NettleBox. CompositeMap utility is easy to use and convenient and we decided it could be demanded by game designers, virtual tour's creators and the whole Unity3D community. How to use it: - First of all bake the masks for each material from hi-poly object. We've made that process automated by special 3ds Max script MaskBaker (it is free, you can download it from our website) - Then make a Normal map, Ambient Occlusion map and DiffuseFilter. - Throw the masks and maps into Unity and Create the CompositeMap asset instances for the each texture we need to create. - In the each CompositeMap instance you could create layers by masks and set the color and texture for any of them. You can compose the different layers like the layers in Photoshop (add, substract, multiply, etc). Each instance of CompositeMap generates the texture which could be immediately applied to the object. After generation all the textures you need, you just can remove the CompositeMap code from the project and doesn't include it in the final build. One of advantages of our tool is that it allows to adapt your textures for different shaders and renderers. For example, standard shader in Unity4 used one texture with rgb Diffuse and Glossiness in Alpha, Marmoset Skyshop shader used two textures: the first is rgb Diffuse, and the second one is rgb color and intensity of Reflection and glossiness in Alpha channel. With our utility it is doesn't a matter which shader and renderer you use, it is convenient for any of them. Completely compatible with Unity 5 default shaders. The second important advantage is that you can do the changes and immediately evaluate the result for joint applied textures in the current settings of Unity scene (lighting, etc). Unity 5 supported. AssetStore: https://www.assetstore.unity3d.com/en/#!/content/28788 Website: http://nttl.ru/compositemap/ MaskBaker 3dsMax script: http://nttl.ru/maskbaker/ Forum Thread: http://forum.unity3d.com/threads/compositemap-utility-for-texture-processing.296025/ Video Tutorial: http://www.youtube.com/watch?v=PAKyw2eWld4 Facebook: https://www.facebook.com/nettletech VK: http://vk.com/nettletech

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