Learn organic modeling techniques and a production workflow to creating clean topology, adding definition, exaggerating proportions, and strategically adding detail to create animatable geometry using Maya and ZBrush. Contains nearly 5 hours of project-based training for artists learning character creation and look development for use in Film and Games.Popular highlights include:
- Modeling Exaggerated Features
- Using Reference Art
- Building Deformable Topology
- Building Initial Edge-flow
- Extruding Geometry Along Curves
- Bridging Geometry
- Modeling Eyes
- Modeling Symmetrically
- Building Large Wrinkles
- Modeling Ears
- Adding Mouth Interior
- Connecting Edges with Split Polygon Tool
- Importing/Exporting Geometry
- Assembling Subtools in ZBrush
- Filling Portions of Subtools with Color
- Modifying Head with Move Brush
- Sub-dividing Geometry
- Sculpting Facial Features
- Adding Small Wrinkles
- Adding Irregularities
- Adding Detail with Alpha Maps and Strokes
- Creating a UV Layout
- Integrating UV Changes into ZBrush Sculpt
- Creating Normal Maps in ZBrush
- Applying and Viewing Normal Maps in Maya
Lesson Outline:
| 1. | Blocking in the top of the head | 8:10 |
| 2. | Modeling the bridge of the nose | 7:38 |
| 3. | Drawing out the nasolabial fold | 12:36 |
| 4. | Building the brow ridge and cheek bone | 6:02 |
| 5. | Extruding out the jaw line | 6:16 |
| 6. | Building the back of the neck | 7:49 |
| 7. | Connecting the neck and adding musculature | 11:52 |
| 8. | Completing the neck and shoulders | 13:05 |
| 9. | Creating the nose | 11:10 |
| 10. | Modeling the mouth | 10:59 |
| 11. | Building the eyeball | 6:35 |
| 12. | Modeling the eye area | 7:45 |
| 13. | Filling in the cheek geometry | 9:30 |
| 14. | Starting construction of the ear | 7:34 |
| 15. | Building the structure of the ear | 11:09 |
| 16. | Finishing the ear | 6:18 |
| 17. | Adding large wrinkles | 7:43 |
| 18. | Building the gums | 7:35 |
| 19. | Adding the teeth and tongue | 12:54 |
| 20. | Transferring the geometry from Maya to ZBrush | 8:04 |
| 21. | Making large-scale changes to the shape of the head | 7:55 |
| 22. | Sculpting prominent facial features | 16:49 |
| 23. | Sculpting smaller wrinkles and folds | 9:58 |
| 24. | Sculpting time-lapse | 10:08 |
| 25. | Adding rough eyebrows and loose skin under the neck | 7:08 |
| 26. | Using alpha maps to add wrinkles | 8:00 |
| 27. | Adding fine detail to the face | 11:36 |
| 28. | Creating a UV layout for the head in Maya | 12:07 |
| 29. | Exporting normal maps from ZBrush | 7:03 |
| 30. | Applying normal maps in Maya | 4:58 |
| 31. | Bonus: Removing age by modifying the sculpt | 9:36 |
| 32. | Bonus: Removing wrinkles and smoothing the eye area | 8:34 |
Total Run Time: | 4:55:19 |
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