Create polished characters and more appealing scenes. Work creatively using a step-by-step approach to character and scene development in ZBrush and a time-saving workflow to character interaction, sculpting, texturing, composition, lighting, and rendering. Contains nearly 6 hours of self-paced training for artists using ZBrush and Maya.Popular highlights include:
- Composition and Layout
- Working from Sketch
- Creating ZSphere Base
- Adaptive Skins
- Character Posing
- Re-working Topology
- Quick Shaping the Model
- Character Interaction
- Adding Multiple Pieces with ZSpheres
- Appending Subtools
- Adding Temporary Materials
- Custom Alphas and Textures
- Exaggerating Features for Appeal
- Creating UVs in ZBrush
- Polypainting
- Converting Polypaints to Texture Maps
- Exporting Displacement Maps
- Exporting Normal Maps
- Exporting Geometry from ZBrush
- Importing Geometry into Maya
- 3-point Lighting Setup
- Camera Placement
- Subsurface Scattering Effects
- Approximations for High-quality Displacement
- Using Final Gather with Subsurface Scattering
- Adjusting Render Stats of Objects
- Rendering Scenes in Multiple Passes
- Outputting Color, Occlusion, and Depth Passes
- Compositing Multiple Passes with Photoshop
- Depth-of-field Effects to Final Render
Lesson Outline:
| 1. | Introduction and Project Overview | 0:58 |
| 2. | Building the ZSphere skeleton | 8:07 |
| 3. | Finishing the ZSphere skeleton | 12:24 |
| 4. | Positioning the adaptive skin | 5:53 |
| 5. | Creating the basic shapes | 5:50 |
| 6. | Redrawing the mouth topology | 11:52 |
| 7. | Adding the eyes | 8:14 |
| 8. | Sculpting the body | 9:09 |
| 9. | Shaping the tentacles | 7:45 |
| 10. | Sculpting the mouth area | 8:04 |
| 11. | Adding the tongue with ZSpheres | 8:04 |
| 12. | Shaping and sculpting the tongue | 6:07 |
| 13. | Sculpting the inside of the mouth | 11:49 |
| 14. | Building the fish with ZSpheres | 7:39 |
| 15. | Detailing the fish | 10:49 |
| 16. | Adding the teeth | 8:28 |
| 17. | Adding the saliva and hair | 8:18 |
| 18. | Previewing with materials | 4:20 |
| 19. | Polypainting the squid's body | 10:48 |
| 20. | Using custom alphas to detail the tentacles | 5:09 |
| 21. | Painting the eyes | 4:21 |
| 22. | Painting the tongue | 5:42 |
| 23. | Painting the fish | 7:23 |
| 24. | Detailing and painting the ground | 6:40 |
| 25. | Preparing assets for export and creating UVs | 5:20 |
| 26. | Exporting textures from ZBrush | 6:10 |
| 27. | Exporting geometry from ZBrush | 4:58 |
| 28. | Exporting normal and displacement maps | 6:04 |
| 29. | Importing ZBrush geometry into Maya | 6:18 |
| 30. | Adding lights to Maya scene | 7:06 |
| 31. | Adding materials to characters' eyes and teeth | 9:16 |
| 32. | Creating subsurface materials for character's body | 9:16 |
| 33. | Connecting color maps to SSS materials | 9:33 |
| 34. | Creating a SSS back scattering map in ZBrush | 11:14 |
| 35. | Building SSS shader for character's toungue | 11:08 |
| 36. | Adjusting render stats of geometry for proper reflections and refractions | 9:07 |
| 37. | Creating pools of water under the squid character | 10:55 |
| 38. | Independently controlling final gather and reflection results | 5:51 |
| 39. | Utilizing approxinations for high quality displacement effects | 12:09 |
| 40. | Finalizing light setup | 9:36 |
| 41. | Setting up render layers in Maya | 13:56 |
| 42. | Compositing color and occlusion passes in Photoshop | 8:19 |
| 43. | Adding depth-of-field effects and retouching image in Photoshop | 6:30 |
Total Run Time: | 5:46:60 |
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