[Course]gameartstudio,vsquadstudio2 Details
In-Depth Look
- SECTION 01
OT
01. Introduction to 3D Character Modeling- Meet your instructor and get an overview of the class.
- SECTION 02
STYLE AND REFERENCE
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
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
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
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
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
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
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
40. Importance of presentation
41. Turntable preview
42. Creating the final images