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The Full Production Pipeline: Character Modeling Intensive

3D Character ArtistVSQUAD Studio
  • Now Available


Class Details

  • Now Available
  • Beginner~Advanced
  • Total 42 videos, 19Hours 6Minutes
  • English
  • English [Auto], Traditional Chinese [Auto]
  • Class materials included



[Course]gameartstudio,vsquadstudio2 Details

Curriculum
In-Depth Look
**Class release dates and content are subject to change without prior notice.
  • Section 01
    OT
    curriculum-gameartstudio-vsquadstudio2-us-01.webp
    • Introduction to 3D Character Modeling- Meet your instructor and learn about the overview of this class.

  • Section 02
    Style and Reference
    curriculum-gameartstudio-vsquadstudio2-us-02.webp
    • Analyzing the Concept- Finding direct references and solutions for each element of your character

    • Gathering the References- Demonstrating techniques for sourcing diverse and useful references. - Explaining how to gather references to match a specific project’s needs.

  • Section 03
    Blockout
    curriculum-gameartstudio-vsquadstudio2-us-03.webp
    • Where to Start and Why?- Explaining the importance of big shapes and silhouette

    • Flat Silhouette Demo- Demonstrating how simple detail and flat shapes helps you to describe a character

    • Building Basic Geometry- Introduction to Blender. - Building basic Geometry - Improving basic Geometry - Improving Silhouettes with medium shapes

    • Establishing a Pose- Establishing a Pose - Posing in ZBrush

    • Improving Silhouette and Refining Shapes- Improving the skirt and searching for the best silhouette - Positioning of legs and hands - Compliance with the reference

    • Modeling and Adding Small Geometry- Making straps, badges, and other small parts

  • Section 04
    Weapons
    curriculum-gameartstudio-vsquadstudio2-us-04.webp
    • Hardsurface Basics- What is hardsurface modeling and how to approach it

    • Working with Topology- Showing a simple element workflow from start to finish

    • Creating Weapon Blockout- Creating weapon blockout following the concept

    • Adding Weapon Detail- Detailng the weapon

  • Section 05
    Preparing for Presentation
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    • Importance of Light and Camera- How to pick a good angle for your work

    • Adjusting Model to Key Angles- Placing cameras and light - Improve shapes ahd forms for the selected shot

  • Section 06
    Head and Hair
    curriculum-gameartstudio-vsquadstudio2-us-06.webp
    • Head and Hair Modeling- This is the defining part of the style, so we're gonna work on this first to leave time for an extra polish and adjustment if it is needed later down the pipleline

    • Face Refining- Making hair and glasses

  • Section 07
    Preparing for Presentation
    curriculum-gameartstudio-vsquadstudio2-us-07.webp
    • Modeling: Jacket and Sweater- Adding all necessary detail to the model

    • Modeling: Skirt and Belts- Adding loops, buckles, rivets etc

    • Modeling: Legs and Hands- Detailing hands, boots and leggings

    • Modeling: Accessories- Detailing bracelet and adding earrings

  • Section 08
    Sculpting in ZBrush
    curriculum-gameartstudio-vsquadstudio2-us-08.webp
    • Why and What to Sculpt- Explaining a benefits of sculpting for a complex and dynamic shapes

    • Sculpting Demo- Showing how simple shapes could improve the look and sense of scale

    • Sculpting Cloth Detail: Jacket Blockout- Defining medium shapes in ZBrush

    • Sculpting Cloth Detail: Jacket- Adding detail to your model

    • Sculpting Cloth Detail: Sweater- Adding smallest level of detail

    • Sculpting Cloth Detail: Shorts- Designing and adding medium and small folds

    • Sculpting: Legs and Hands- Improving shapes and finishing surface details

    • Sculpting: Balancing and Polishing- Examining the model all together and making minor tweaks and adjustments

  • Section 09
    Color and Value
    curriculum-gameartstudio-vsquadstudio2-us-09.webp
    • Importance of Value- Looking at grayscale values and how to use them

    • How to Use Polypainting- Introduction to Zbrush painting tools and methods

    • Applying Basic Colors- Filling geometry with basic flat values and colors

    • Adding Color Variety- Adding painted light with valuse and color temperature

    • Painting Head and Hair- Painting head and hair with polypaint

  • Section 10
    Bringing It All Together
    curriculum-gameartstudio-vsquadstudio2-us-10.webp
    • Tweaking Lighting and Camera- Importing geoemtry back to blender for rendering - Adjusting lighting and camera and creating turntable for the final shots

    • Rendering Final Images- Rendering high resolution inages of your work

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- This product provides access to the video lectures online (Excluding products categorized as Assets). - Under certain circumstances, discounts may end early or be extended without prior notice. - For pre-ordered courses, the content and the lecture videos will be released sequentially according to the schedule. The Course Start Date will be set to the release date of the first lecture video. - You will gain immediate access to the course through My Page upon completing registration and payment. Total Course Duration: - The Standard Access (Paid access) period lasts for the first 15 days and Unlimited Free Access period will begin from the 16th day. Both the Standard and Unlimited Free Access periods offer the equal viewing experience to the content. - Course Start Date: The estimation of the Course Start Date will be based on the completion date of the payment. Immediate access to the lecture videos will be granted through My Page. (For pre-ordered courses, the start date will be the release date of the first lecture video.) - In case the course start date is postponed due to extenuating circumstances on Coloso’s end, the start date will be adjusted accordingly.
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