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The Full Production Pipeline: Character Modeling Intensive

GameArt Studio, VSQUAD STUDIO




Class Details


  • Beginner~Advanced
  • Total 42 videos
  • English
  • Traditional Chinese [Auto]
  • Class materials included



[Course]gameartstudio,vsquadstudio2 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. Introduction to 3D Character Modeling- Meet your instructor and get an overview of the class.

  • SECTION 02
    STYLE AND REFERENCE
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    • 02. Project goal - a game ready model- Breaking down the key stages of creating a game-ready model and why each step matters.

    • 03. Analyzing the concept

    • 04. Gathering references- How to find a wide range of useful reference images. - How to collect references that align with your project’s specific needs.

  • SECTION 03
    BLOCKOUT
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    • 05. Where to start and why- The importance of large shapes and silhouettes.

    • 06. Flat silhouette demo- How flat shapes and simple details help define a character visually.

    • 07. Scene setup for modeling- Importing our concept into Blender to begin developing it.

    • 08. Establishing overall proportions - Body- Blocking out the scene based on our concept and references.

    • 09. Establishing overall proportions - Clothes

    • 10. Establishing overall proportions - Weapon

  • SECTION 04
    HEAD AND HAIR
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    • 11. Head modeling - This is the part that defines the whole style, so we’ll tackle it first to leave enough time for extra polishing and adjustments later in the pipeline.

    • 12. Hair modeling

  • SECTION 05
    MODELING
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    • 13. Cleanup and pose blockout- Keeping in mind the significance of clear silhouettes and simple shapes as we apply these principles here.

    • 14. Modeling - Jacket- Adding all the necessary details to the model and getting it ready for export to ZBrush.

    • 15. Modeling - Shorts

    • 16. Modeling - Boots

    • 17. Modeling - Weapon

  • SECTION 06
    SCULPTING IN ZBRUSH
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    • 18. What to sculpt and why- Explaining the benefits of sculpting for creating complex and dynamic shapes.

    • 19. Sculpting demo- Showing how simple shapes can enhance the look and sense of scale.

    • 20. Sculpting clothing blockout - Shirt- Exploring medium shapes in ZBrush.

    • 21. Sculpting clothing detail - Shirt- Detailing your model.

    • 22.Sculpting cloting detail - Jacket

    • 23. Sculpting clothing detail - Shorts

    • 24. Sculpting clothing detail - Boots

  • SECTION 07
    RETOPO + BAKE
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    • 25. Retopology and its uses

    • 26. Retopology and UV mapping tools

    • 27. Reusing geometry- Reusing blockout geometry for baking.

    • 28. Manual retopology- Adding the necessary geometry that fits the sculpted details.

    • 29. What is a texture map?- Preparing your model for baking and texturing.

    • 30. Creating UVs

    • 31. How baking works- How it works: map transfer and baking.

    • 32. Creating a Substance Painter project- How to set up the baking process in Substance Painter.

    • 33. Baking in Substance Painter- Adjusting geometry and UVs to complete the baking process.

  • SECTION 08
    TEXTURING IN SUBSTANCE PAINTER
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    • 34. Texturing goals- How basic texturing improves the overall appearance.

    • 35. Introduction and basic tools

    • 36. Texture blockout - Body

    • 37. Texture blockout - Clothes

    • 38. Texture detailing - Body

    • 39. Texture detailing - Clothes

  • SECTION 09
    PRESENTATION
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    • 40. Importance of presentation

    • 41. Turntable preview

    • 42. Creating the final images

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