Learn a production workflow and time-saving techniques for creating high-resolution geometry for use in games, methods of sculpting, generating and applying maps, and adding character enhancements for appeal. Contains over 5 hours of project-based training for artists learning the creative processes of modeling and sculpting characters for next-generation games.Popular highlights include:
- Character Refinement
- Adding Appeal for Enhancement
- Additive Sculpting Techniques
- Subtractive Sculpting Techniques
- UV Tools and Techniques
- Creating Usable UV Layouts
- Strategically Combining UV Shells
- Preparing Geometry for Sculpting
- Exporting Geometry from Maya
- Importing Geometry to ZBrush
- Appending Subtools
- Morph Targets
- Subdividing Geometry
- Sculpting Organic Shapes
- Masks and Deformation for Detail
- Adding Flexibility with 3D layers
- Stencils to Add Details
- Creating Custom Alphas
- Hard Surface Detailing
- Integrating Geometry with Detail
- Combining Brushes and Strokes
- Adding Texture with Alphas
- Exporting Normal Maps
- Using ZMapper to Create Normal Maps
- Applying Normal Maps in Maya
Lesson Outline:
1. | Project overview | 9:03 |
2. | Making changes to the model in Maya | 7:46 |
3. | Laying out UVs for the head | 13:22 |
4. | Laying out UVs for the chest armor | 15:15 |
5. | Laying out UVs for the tubes | 10:15 |
6. | Laying out UVs for the legs | 8:43 |
7. | Grouping the leg UVs together | 11:20 |
8. | Grouping the head, abdomen, and arm UVs together | 5:45 |
9. | Modifying topology to better accommodate sculpting | 8:01 |
10. | Adding resolution in preparation for sculpting | 11:50 |
11. | Adding detail to the tubes | 6:10 |
12. | Final preparation for sculpting - intersections / vents | 6:44 |
13. | Combining geometry and exporting | 8:15 |
14. | Assembling geometry in ZBrush and setting morph targets | 6:38 |
15. | Sculpting the abdomen | 8:46 |
16. | Defining the character's head | 8:24 |
17. | Sculpting stretched skin on the head | 6:47 |
18. | Adding finer details / wrinkles to the head and abdomen | 11:23 |
19. | Adding texture / irregularity to the head and abdomen | 11:25 |
20. | Using masks and deformation to create panels on the legs | 12:38 |
21. | Creating layered effects on the knee armor | 7:02 |
22. | Creating panels on the chest armor | 15:47 |
23. | Creating and applying custom alphas | 10:29 |
24. | Using the layer brush to add straps to the legs | 5:15 |
25. | Sculpting folds into the legs | 6:43 |
26. | Adding fabric texture to legs | 7:00 |
27. | Sculpting the gun arm | 12:52 |
28. | Detailing the gun | 9:40 |
29. | Integrating the gun and arm together | 10:52 |
30. | Adding wear and tear to the armor | 6:56 |
31. | Using 3D layers to add scars and damage | 9:01 |
32. | Using stencils to add custom damage | 4:11 |
33. | Exploring the remaining pieces | 4:21 |
34. | Exporting normal maps from ZBrush | 9:22 |
35. | Combining normal maps in Photoshop | 2:21 |
36. | Assigning normal maps to the original model in Maya | 9:17 |
Total Run Time: | 5:19:39 |
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