Video Tutorial, 3d Model, PSD Template and other resources of reference for 3d Artist
Saturday, November 29, 2008
Digital Tutors - Pipeline Integration with Maya and ZBrush 3 (T0133)
Learn a production approach to integrating Maya and ZBrush 3 in a mixed pipeline environment. Contains 4 hours of innovative modeling, sculpting, and map generating techniques that are commonly used throughout Film and Games. Perfect for intermediate artists using Maya and ZBrush 3.
Popular highlights include:
* ZBrush Sculpting Workflow
* Maya and ZBrush Pipeline Overview
* Form Development in Maya
* Maintaining Mesh Integrity
* Sculpting Across Multiple Levels
* Incorporating 3D Layers for Variation
* Working with Subtools
* Extracting Geometry
* Low Poly Modeling in Maya
* Creating Clean Topology
* Geometry Preparation for ZBrush
* Importing Geometry into ZBrush
* Using Alphas and Strokes
* Using Custom Alphas
* Creating Displacement Maps in ZBrush
* Applying Displacement Maps in Maya
* Setting up Render-time Subdivisions
* Adjusting Displacement Settings
* Using Projection Master
* Using Lazy Mouse for Hair Detail
Lesson Outline:
1. Introduction and project overview 1:46
2. Setting up an image plane 3:29
3. Starting on the base mesh 7:12
4. Building the back leg 12:18
5. Building the front leg 10:36
6. Starting on the horse's head 7:48
7. Finishing the head 9:48
8. Finishing the mouth and tail 16:21
9. Starting the UV layout 9:31
10. Finishing up the UVs 8:58
11. Exporting the mesh for use in ZBrush 3:23
12. Importing geometry into ZBrush 3:47
13. Subdividing geometry 5:54
14. Sculpting broad muscle shapes, working with symmetry 10:30
15. Adding eyes as Subtools 6:27
16. Adding muscle definition, building up detail across levels 12:54
17. Finishing out level 3 sculpting 7:02
18. Sculpting at level 4 12:23
19. Working with alphas and strokes 11:52
20. Sculpting at level 5 13:19
21. Finishing out level 5, using custom alphas 9:36
22. Finishing the mane and tail at level 6 9:22
23. Adding fine detail with Projection Master 5:26
24. Extracting a blanket as a subtool 5:16
25. Using 3d Layers to create variation 8:53
26. Exporting geometry and displacement maps from ZBrush 4:39
27. Bringing the elements back together in Maya 9:58
28. Conclusion 1:29
29. Bonus: maintaining base mesh integrity between Maya and ZBrush 3:19
Total Run Time:
3:53:16
Labels:
Digital Tutors,
Maya,
Tutorial
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