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Creating Unreal 3D Characters from Epic Concepts

3D Artist, SoMuch3D




Detalles de la clase


  • Básico~Profesional
  • Videos totales: 41
  • Inglés
  • Chino tradicional [Auto]
  • Material de clase incluido



[Dictionary]3dartist,somuch3d Details

Plan de estudios
Plan de estudios

Mirada en profundidad

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

  • SECTION 02
    Our Tools, Setting, and Techniques
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    • 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
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    • 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
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    • 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
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    • 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
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    • 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
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    • 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
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    • 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
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    • 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
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    • 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

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