[Course]3dgameartist,ginokolling Details
In-Depth Look
- SECTION 01
OT
01. Orientation- Meet your instructor and learn about the overview of this class
- SECTION 02
Reference and Research
02. Imporatance of Anatomy, Human and Animal- Highlighting the importance of anatomy - An overview of the relationship between the two and how to understand them
03. Assembling the Moodboard in PureRef\- Quick tutorial on how to use PureRef and assembling the things we spoke about previously into it
04. Real-Life and Benchmark References- Looking at real life photography of animals and other references that we can use for creature design - Getting benchmark references of other work you like and want to match for quality from games and other media -Breaking down other people's work and understanding why it works
06. Different Approaches of Study- Going through some examples of studies and break them down - Understanding the value of studying and how to apply it to our work - Animal study
- SECTION 03
ZBrush Basics and Design
05. ZBrush Set Up Overview and Basic Method- Going through my custom user interface (provided, but it's for the 2022 version) and key features - Basic set up on how to optimize hotkeys and the tool for sculpting speed
07. Starting the Creature Design Sculpt- Starting the creature concept in ZBrush using Sculptris Pro and basic primitives
08. Refining the Design- Continuing the exploration of the design, pushing core features and refining the form - Covering key concepts and features of design for visual interest
09. Finishing the Concept Model- Wrapping up the design part in ZBrush - Finishing the Sculptris Pro part - Testing the concept in proper lighting inside of Blender
- SECTION 04
ZBrush Highpoly Model
10. Preparing the Highpoly Model- Turning the concept into a clean highpoly model
11.Detailing the Highpoly- Working on a key part of the highpoly to define the direction of the rest of the model - Theory of detail and fractals (Chaos vs Order) - Using alphas, custom brushes (provided) and sculpting to detail the model
12. Extracting Information from the Sculpt- Quick tutorial on how to extract previously done sculpting and reuse it
13. Continuing the Highpoly- Continuing with the rest of the model - keeping in mind design principles while in the highpoly stages
14. Finishing the Highpoly- Wrapping up the highpoly model, doing the final sculpting pass and polypaint first color idea - Keeping in mind our decisions for the lowpoly
- SECTION 05
Lowpoly Model
15. Starting the Lowpoly- Decimating our highpoly, preparing everything for the retopo stage - Setting our lowpoly up in Blender and planning our approach - Key concepts of optimization
16. Retopo with Topogun- Working through the retopology of the model - Approaching density of the lowpoly, key concepts, and things to keep in mind
17. UVs with RizomUV- Unwrapping the model in RizomUV - Covering key principles of UVs
18. Finalizing the Lowpoly- Final mesh up
19. Marmoset Baking- Baking out maps in Marmoset Toolbag for use in Substance Painter
- SECTION 06
Texturing and Game Engine Part 1
20. Starting Substance Painter- Applying all the baked maps in Substance Painter - Going through Substance set up and commencing texturing
21. Color and Roughness- Learning how to properly texture based on references
22. Detailing with Substance- Detailing and adding extra layer of storytelling in Substance Painter
23. Export to Unreal and Set Up- First export into Unreal, setting up a basic scene to check the textures
- SECTION 07
Texturing and Game Engine Part 2
24. Shader Set Up in Unreal- Setting up a proper material with tileable maps, masks to finalize things
25. Metahuman Assets for Non-Humans- Editing Metahuman assets to use on the creature
26. Texture Refinements- Refinement of base textures to get the most out of them in Unreal Engine
27. Final Maps and Masks- Painting final masks to use in our shader and testing them in Unreal Engine
28. Posing the Creature- Posing the creature using ZBrush and blendshapes
- SECTION 08
Final Touches
29. Building the Final Scene- Lighting and building our final scene with the posed model
30. Rendering- Covering how to render and present our model
31. Final Thoughts and Industry Tips- Talking about working in the industry, tips and general thoughts