[Dictionary]3dartist,somuch3d Details
Mirada en profundidad
- SECTION 01
OT
01. Orientation- Meet your instructor - Class overview
- SECTION 02
Our Tools, Setting, and Techniques
02. Application Used: PureRef, Zbrush, Zwrap, Maya, Xgen, Marmosset Texture Baking, Substance Painter, Unreal- Covering which application will be needed or used during this course - Zbrush, Zmodeler, Polygroups, Transpose Master for posing - Xgen for fur - Wrapping clean topology and UVs to our sculpt, Retopology, and UVs - Painting in substance and rendering in Unreal
03. Zbrush UI- Getting started with Zbrush UI - How to set up your own custom Zbrush
04. Extra Brushes
- SECTION 03
Picking a Concept and Introducing Erak Note's [Blue Sword-Dancer] Character
05. How to Pick a Concept- What we look for in a concept - Why choose a particular concept
06. Intro to the Class Character by Erak Note- Introducing Blue Sword-Dancer by Erak Note - Character breakdown - Planning the workflow (time management) - Gathering references
- SECTION 04
High Poly Model Creation
07. Shaping Primary Shapes. Sculpting and Positioning Primary Forms- Basic anatomy for stylized female characters - Using a base mesh, making alterations and adjustments to fit the concept's proportions
08. Additional Blockout Meshes / Clothing- Extracting additional geometry from the blockin to create quick clothes geo - Create all major shapes and forms that will impact silhouette outside of the cape and hair
09. Refining the Head Shape and Face- Positioning a place for the eyes, mouth and adding eyes
10. Sculpting the Body- Adding details of the anatomy and focusing on the parts exposed in the concept
11. Clothing(Minus Cape and Collar)- Sculpting the cloth and adding primary wrinkles and folds - Creating solutions for the fur collar - Creating placeholder blockout meshes for the fur
12. Armor / Ornamenting Part 1- Using Zmodeler and other tools and brushes, we will craft each detail of the armor and ornamenting of the armor - Potentially creating custom IMM brush for some ornamenting
13. Armor / Ornamenting Part 2 - Body armor creation continued
14. Armor / Ornamenting Part 3- Clothing ornamenting and details
15. Weapons Part 1- Using Zmodeler, along with other techniques to create hard surface modeling and details
16. Weapons Part 2- Creating the primary forms and shapes
17. Weapons Part 3- Remeshing shapes and merging assets for final details
- SECTION 05
Low Poly Main Model
18. Zwrap- Using Zwrap, plug in, placing a base mesh with existing UVs on to our new character to have clean UVd geometry
19. Retopology Part 1- Maya retopology tools used to create new low poly mesh and UVs - Quad Draw
20. Retopology Part 2- UVs - UDIM workflow - Merging and exporting
21. Baking- Bringing in both our high poly and low poly model, we will bake our textures for creating the diffuse, normals, roughness and metalness maps for the next phase
22. Model Management- Organizing your model for best exportation and collection of assets
- SECTION 06
Texturing in Substance Painter
23. Skin Texturing- Using traditional skin pattern rules, we will match Erak Note's concept
24. Armor / Weapon Texturing- Using smart materials for a foundation, texturing the armor will come quickly
25. Exporting Maps- Exporting texture maps with the proper naming convention and folder
- SECTION 07
Posing
26. Transpose Master- Using the native plug in to Zbrush, we will pose our model to match the concept
27. Cloth Positioning- Potentially creating new geometry for the cape and collar
- SECTION 08
Hair Sculpt
28. Sculpting Blockout Hair- Create a block in mesh with a sphere and sculptris to block in a mesh for the silhouette and guild
29. High Poly: Creating Hair Strands with Curve Brushes Part 1- Utilizing the curve brushes for hair strand placement and sculpting details
30. High Poly: Creating Hair Strands with Curve Brushes Part 2- Merging hair strands, remeshing and sculpting individual hair details
31. Low Poly- Exporting a mid tier level mesh to retopo in maya or exporting a low enough mesh to remeshing and UVs
32. Texture- Substance painter pass on the hair
- SECTION 09
Fur
33. Exporting Mesh for Grooming- This mesh will serve as the base of where Xgen splines will be placed
34. Intro to Xgen- Xgen is easily one of the most powerful tools. We will have a brief intro and mid level usage of it to create our fur for the outfit
35. Description Creation- Descriptions are the basis and starting point for the xgen groom creation
36. Spline Placement and Groom Part 1- Placing and updating splines - Intro to modifiers - Creating modifiers for the desired look and clumping / noise
37. Spline Placement and Groom Part 2- Using saved modifiers and applying final fly away fur and break up strands
38. Groom Export to Unreal- Exporting the alembic cache of the Xgen file to reproduce hair in Unreal
- SECTION 10
Final Presentation
39. Setting Up the Unreal Scene- Setting a scene with proper settings and plug ins to be activated
40. Creating Materials- Setting up basic materials, applying metahuman hair and eye materials - Setting up SSS materials and profile for skin
41. Lighting- Setting up lighting and post processing volume
42. Walkthrough of Sequencer and Camera Set Up- Utilizing sequencer to produce the best renders and basic camera set up with features such as Depth of Field and Focal Length - Set up turntables and sequences for render
43. Render Stills- Render out sequences for video production or still presentation
44. Post Production- Color grading or setting up still for transitions and final views