Saturday, March 7, 2009

T0443 - Digital Tutors - Detailing Next-Gen characters in zbrush

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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 overview9:03
2.Making changes to the model in Maya7:46
3.Laying out UVs for the head13:22
4.Laying out UVs for the chest armor15:15
5.Laying out UVs for the tubes10:15
6.Laying out UVs for the legs8:43
7.Grouping the leg UVs together11:20
8.Grouping the head, abdomen, and arm UVs together5:45
9.Modifying topology to better accommodate sculpting8:01
10.Adding resolution in preparation for sculpting11:50
11.Adding detail to the tubes6:10
12.Final preparation for sculpting -
intersections / vents
6:44
13.Combining geometry and exporting8:15
14.Assembling geometry in ZBrush and setting morph targets6:38
15.Sculpting the abdomen8:46
16.Defining the character's head8:24
17.Sculpting stretched skin on the head6:47
18.Adding finer details / wrinkles to the head and abdomen11:23
19.Adding texture / irregularity to the head and abdomen11:25
20.Using masks and deformation to create panels on the legs12:38
21.Creating layered effects on the knee armor7:02
22.Creating panels on the chest armor15:47
23.Creating and applying custom alphas10:29
24.Using the layer brush to add straps to the legs5:15
25.Sculpting folds into the legs6:43
26.Adding fabric texture to legs7:00
27.Sculpting the gun arm12:52
28.Detailing the gun9:40
29.Integrating the gun and arm together10:52
30.Adding wear and tear to the armor6:56
31.Using 3D layers to add scars and damage9:01
32.Using stencils to add custom damage4:11
33.Exploring the remaining pieces4:21
34.Exporting normal maps from ZBrush9:22
35.Combining normal maps in Photoshop2:21
36.Assigning normal maps to the original model in Maya9:17

Total Run Time:


5:19:39

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