With the introduction of Stingray 3D game engine, multitudes of new workflows are now possible. This class will explore and demystify the material workflows from 3ds Max software and Maya software to Stingray software. Simple materials are easy, but if you really want to capitalize on all Stingray has to offer you need to understand the basics of Shader FX and the new Stingray/PBR (physically based rendering). Much of this material will also be applicable in Unity and Unreal workflows.
- Deconstruct and understand the basic elements of PBR Shaders
- Learn how to assemble basic ShaderFX shader networks
- Discover how and when to use various materials for different workflows
- Learn how to use appropriate methods for texture maps editing and generation
Chris Murray is a production veteran, experienced instructor, published author, and kid who never grew up. He has created digital 3D content for clients such as The Cable News Network (CNN.com); Walt Disney Attractions; Johnson & Johnson; Canon U.S.A., Inc.; American Broadcasting Company (ABC); Nickelodeon; and The Sega Corporation. Chris has maintained a career-long relationship with learning. He was guest instructor in the School of Film and Digital Media at the University of Central Florida and was a department chair in Digital Production at Full Sail University. Now he’s living one of his dreams at Autodesk, Inc., as a technical specialist playing with his favorite toys, the 3ds Max software suite of tools (including Mudbox software, Maya software, and MotionBuilder software). Chris is an experienced presenter at conferences, trade shows, universities, and corporations, and he authored the book, Mastering 3D Studio Max. He holds an MFA in computer animation. Follow Chris on Twitter @chrismmurray.