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From Concept to Creature: 3D Modeling for AAA-Quality Games

3D Game Artist, Gino Kolling




Class Details


  • Basic~Advanced
  • Total 31 videos
  • English
  • English [Auto], Traditional Chinese [Auto]
  • Class materials included



[Course]3dgameartist,ginokolling Details

Curriculum
Curriculum

In-Depth Look

**Class release dates and content are subject to change without prior notice.
  • SECTION 01
    OT
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    • 01. Orientation- Meet your instructor and learn about the overview of this class

  • SECTION 02
    Reference and Research
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    • 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
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    • 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
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    • 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
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    • 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
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    • 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
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    • 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
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    • 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

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