在这节课中，我们准备了第一个店面，并看看我们如何利用未充分利用的空间 In this lecture, we prepared a first store front and look at how we can use the underutilized space
在紫外线栅格上。 on the UV grid.
让我们开始吧。 Let's get started.
我们可以在接下来的环节重新打开blender。 We can open back up Blendr for this next part.
在轮廓线中，我可以切换回静态网格集合，下一个柱子就可以完成了 In the outliner, I can switch back on the static mesh collection, the next pillar here can be completed
使用相同的过程，在正常和彩色面具和纹理的Mixu trackwork， using the same process as the first big in normal and colourised mask and texture in Mixu trackwork,
真完整那也就是这两顶线脚。云桥网络 yunqiaowang.cn 获取更多精品资源 true and complete that also these two top moldings.
今天早上，这里有更多的部分可以用同样的方法完成 And this morning, here are more sections that can be completed using the same process to work through
这些。 these.
在我们导入到虚幻引擎之前，我们将着眼于创建一个基于Mixu的智能材料 Before we import into Unreal Engine, we will be looking at creating a smart material in Mixu based
对部分角柱材质。 on part of the corner pillar material.
智能材料可以是一个很好的起点，以加速纹理的其他部分的模型。 Smart materials can be a good starting point to speed up texturing of other sections of the model.
我们将把这种智能材料应用到商店前面。 We will apply that smart material to the store front.
我们要开始做质地了。 We are about to texture here.
让我们继续准备店面。 Let's move on and prepare to store front.
我们现在已经完成了角柱。 We are done with the corner pillars right now.
在大纲中，我可以关闭这个集合。 So in the outliner I can switch off this collection.
当我们打开这些店面时。 When we unwrapped these store fronts.
最初我们使用Texel密度来保持纹理细节的统一水平。 Initially we use the Texel density to to maintain the uniform level of texture detail.
这就造成了电影地图上未被充分利用的区域。 This resulted in underutilized area on the movie map.
如果我切换到电影编辑选项卡，我们可以看到网格上还有多少空间。 If I switch into the movie editing tab, we can see how much space is left on the grid.
我可以在法线映射之外x。 I can x off the normal map here.
显然，这不是一种有效的空间利用。 Obviously this isn't an efficient use of space.
希望我们能做的是结合EUV地图的一个以上的物体，这将涉及临时合并 Wanting we can do is combined EUV maps of more than one object that would involve temporarily combining
对象，导出并纹理那个对象。 objects, exporting and texturing that object.
然后它们就可以在被导出到游戏引擎之前被分离回原来的状态。 They could then be separated back to their original state before being exported to the game engine.
它们将使用相同的纹理映射，即使它们是独立的对象。 They would then both use the same texture maps, even though they are separate objects.
我们可以使用这里的第一个顶部和底部存储前端部分来查看这一点。 We can look at this using both the first top and bottom store front sections here.
首先，我们可以回到对象模式，shift选择最上面的店面，然后按control plus和join First, we can come back to object mode and shift select the top storefront press control plus and join
按f2，我可以重命名商店前面或一个组合。 them into one object press F two and I can rename the store front or one combined.
让我们按M，并创建一个新的集合称为e01，并在大纲中按enter。 Let's press M and create a new collection called E zero one and press enter in the outliner.
我可以关闭所有集合这是集合树，我在场景中按树 I can close down all the collections I can see this is collection tree, so I'll press tree in the scene
分离出这个集合。 and isolate just this collection.
让我们tab进入编辑模式，安排disserves这样它们就不会重叠，切换到选择模式 Let's tab into edit mode and arrange disserves so they are not overlapping switch to select so we can
很容易选择这些岛屿。 easily select these islands.
按数字键1是前视图，按数字键5是自动图形。 Press numpad one for front view and five for an auto graphic.
让我们切换到线框阴影，使选择更容易的驱动器。 Let's switch to wireframe shading to make selecting easier drive.
选择商店前面的顶部部分，然后在电影编辑器中将它们向上移动。 Select the top section of store front and in the movie editor move these up and away.
我可以选择剩余部分，并使一些空间，你已经展开可能会不同。 I can select parts of this remaining section and make some room you've unwrapped will probably be different.
把它们排列好，为两组都腾出空间。 So just arrange them and make space for both sets.
只要确保它们没有重叠。 Just make sure that they're not overlapping.
我可以加快这部分的速度。 I can speed up this section a little.
在电影网格上仍然有一些可用的空间，你可以组合更多的对象，但是 There is still some available space on the movie grid, and you could combine more objects, but this
将做作为例子。 will do as the example.
让我们回到物体模式，按shift + D复制这个店面。 Let's tie back to object mode press shift plus D to make a duplicate of this storefront.
我可以右键点击，就像我们烘焙角柱地图一样。 And I can right click similar to how we baked the maps for the corner pillar.
我们可以将颜色信息添加到这个复制的对象。 We can add the color information to this duplicated object.
再一次，我可以按f2，在这里加上下划线。 So again, I can press F two and just put an underscore high on this.
虽然这不是夸张，但这只是为了在制作颜色地图时区分它 Even though this is not hyperbole, it's just so we can differentiate it when making the color map in
材料标签在这里。 the material tab here.
我可以点击减号按钮并删除测试材料。 I can click the minus button and remove that test material.
我们可以在这里添加三个材料，然后为每个槽创建一个材料。 We can add three materials lots here and then create a material for each one of these slots.
将第一个命名为框架。 Renamed the first one to frame.
重新命名第二个一类和第三个具体类。 Renamed a second one class and the third concrete.
让我们将复制的店面或具有高suffolks选项卡的店面隔离到编辑模式，然后我们 Let's isolate the duplicated storefront or the one with the high suffolks tab into edit mode and we
可以选择的面，将是玻璃上的这些框架。 can select the faces that will be the glass on these frames.
然后选择玻璃材料槽，并将该材料分配给这些面，然后选择这些面 Then select the glass material slot and assign that material to those faces, then select these faces
在入口处。 at the entrance.
这将是步骤，选择具体材料，我可以分配这个。 That will be the steps, select the concrete material and I can assign this.
如果我们选择这个帧，然后点击select，我们就会选中这个帧。 So if we select the frame and click select, we should just have the frame selected.
我们可以选择这些材料，并快速添加一个材料颜色，所以蓝色。 We can select each of these materials and quickly add a material color so blue.
绿色，我们现在可以选择颜色地图，让我们回到对象模式，回到全局视图， And green, we can now pick the color map, so let's turn back to object mode and return to global view,
我们可以切换到上面的阴影选项卡。 we can switch into the shading tab up top here.
我可以先在第一张彩色地图上画X。 I can first X down the first colourised map.
我们可以创建一个新的纹理，将这个店面重命名为0。 We can create a new texture, rename this storefront zero one.
我们可以保持分辨率不变，取消勾选Alpha，点击确定。 We can leave the resolution as it is and uncheck Alpha and click OK.
同样，切换回实体阴影现在把这些放到视图中，如果我选择低多边形 Also, switch this back to solid shading here now bring these into view, if I select the low poly to
打开材质，为你的每个对象创建一个独特的材质可能是个好主意 bring up the material, it might be a good idea to create a unique material for each object you are
烘烤，让测试材料保持原样。 baking and leave the test material as it is.
点击这里的X并删除它，创建一个新的材质并将这个店面重命名为0 1。 Click the X here and remove that, create a new material and rename this storefront zero one.
然后拖放新的纹理，我们可以把它连接起来，我可以演示烘烤 Then just drag and drop in that new texture and we can connect it up, I can demonstrate baking this
没有笼子，我就能从这里出去了。 without a cage so I can access off here.
让我们选择高多边形，选择低多边形，确保材质节点被选中 Let's select the high poly version shift, select the low, make sure the material node is selected
这样它就知道在大背景下要烤什么。 so it knows what it's baking onto in the big settings.
然后我们要确保我们烘烤了颜色信息。 Then we just want to make sure that we're baking the color information.
我可以在没有笼子的情况下进行烘焙来展示可能出现的问题。 I can access off and bake without the cage just to show the issues that can arise.
当它完成时，我们可以看到颜色是结合和重叠的区域，这可以导致 When that completes, we can see that the colors are combining and overlapping in areas, this can cause
混合颜色的混淆被解释为更多的颜色基础。 confusion with combining colors being interpreted as more colors based.
在导出并创建笼子之前清理这些。 Clean this up before exporting to create the cage and back this again.
在这里选择店面，复制店面，然后右键单击选项卡进入编辑模式 Select the storefront here, make a duplicate of the storefront and right click tab into edit mode and
选择所有按老的加和规模扩大一点。 selected all press old plus and scale it up by one point one.
现在Tabac我们可以隔离笼子让它更容易选择启用笼子和Pectus对象。 Now Tabac we can isolate the cage to make it easier to select enable cage and Pectus object.
让我们返回Global View Press来隐藏它这样我们就可以更容易地选择另外两个， Let's return to Global View Press to hide it from view so we can select the other two more easily,
我们选择高平移，选择定律。 let's select the high version shift, select the law.
现在我们可以点击回去，给大点时间。 Now we can click back, give out a few moments to big.
这本书看起来好多了，一旦你选好了地图，确定并说明颜色 This looks a much better book now, once you have your map picked, make sure and say about the color
红色映射到你的纹理文件夹，我们可以在下个视频中给这个店面纹理 red map to your textures folder and we can texture this storefront in the next video and that's where
我们可以不去管它。 we can leave it.