[Dictionary]3dartist,somuch3d Details
In-Depth Look
- SECTION 01
OT
01. Orientation- Meet your instructor - Class overview
- SECTION 02
Our Tools, Setting, and Techniques
02. Applications Used: PureRef, ZBrush, ZWrap, Maya, XGen, Marmoset Texture Baking, Substance Painter, Unreal-Covering which applications 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."
- SECTION 03
Picking a concept and Introducing Erak Note's [Blue Sword-dancer] Character
03. How to Pick a Concept- What we look for in a concept - Why choose a particular concept
- SECTION 04
High Poly Model Creation
04. Intro to the Class Character by Erak Note- Introducing Blue Sword-dancer by Erak Note - Character Breakdown - Planning the workflow (time management) - Gathering references
05. ZBrush UI and Extra Brushes- Getting Started with ZBrush UI - How to set up your own custom ZBrush,
06. Anatomy and Proportions- Basic Anatomy for stylized female characters - Using a base mesh, making alterations and adjustments to fit the concepts proportions
07. Defining Facial Features and Tertiary Details- Positioning a place for the eyes, lip details, mouth and adding eyes - Adding microdetails, porosity and skin directionality
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 cape and hair
09. Clothing (Minus Cape)- Sculpting the cloth an adding primary wrinkles and folds - Creating solutions for the fur collar - Creating placeholder blockout meshes for the fur
10. Armor / Ornamenting Part 1- Using Zmodeler and other tools and brushes, we will craft each detail of the armor and ornamenting of the armor
11. Armor / Ornamenting Part 2- Body Armor creation continued
12. Armor / Ornamenting Part 3- Clothing Ornamenting and creating custom IMM brushes for ornamenting
13. Weapons Part 1- Using Zmodeler, along with other techniques to create hard surface modeling and details
14. Weapons Part 2- Creating the primary forms and shapes
15. Weapons Part 3- Remeshing shapes and merging assets for final details
- SECTION 05
Low Poly Main Model
16. Retopology Part 1- Using zbrush, organize models with existing uvs and reusable low resolution models - Maya retopology tools used to create new low poly mesh and UVs - Quad Draw
17. Retopology Part 2: ZWrap- Using Zwrap, plug in, placing a base mesh with existing UVs on to our new character to have clean UVd geometry
18. Retopology Part 3- UVs - UDIM Workflow - Merging and Exporting
19. 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
20. Model Management- Organizing your model for best exportation and collection of assets
- SECTION 06
Texturing in Substance Painter
21. Skin Texturing- Using traditional skin pattern rules, we will match Erak Notes concept
22. Armor / Weapon Texturing- Using Smart materials for a foundation, texturing the armor will come quickly
23. Exporting Maps- Exporting Texture maps with the proper naming convention and folder
- SECTION 07
Posing
24. Transpose Master- Using the native plug in to Zbrush, we will pose our model to match the concept
25. Creating Cape and Positioning- Creating new geometry for the cape, texturing and positioning.
- SECTION 08
Creating Stylized Hair
26. Sculpting Blockout Hair- Create a block in mesh with a sphere and sculptris to block in a mesh for the silhouette and guild
27. High Poly: Creating Hair Strands with Curve Brushes Part 1- Utilizing the curve brushes for hair strand placement and sculpting details
28. High Poly: Creating Hair Strands with Curve Brushes Part 2- Merging hair strands, remeshing and sculpting individual hair details
29. Low Poly- Exporting a mid tier level mesh to retopo in maya or exporting a low enough mesh to remeshing and UVs
30. Texture- Substance painter pass on the hair
- SECTION 09
Introduction to XGen and Fur Creation
31. Introduction to XGen- This mesh will serve as the base of where Xgen splines will be placed
32. Preparing Model for XGen and XGen Collection Creation- 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
33. Spline Placement and Groom Part 1- Descriptions are the basis and starting point for the xgen groom creation
34. Spline Placement and Groom Part 2- Placing and updating splines - Intro to modifiers - Creating modifiers for the desired look and clumping / noise
35. Groom Export to Unreal- Using saved modifiers and applying final fly away fur and break up strands
- SECTION 10
Final Presentation in Unreal Engine
36. Setting Up the Unreal Scene- Setting a scene with proper settings and plug ins to be activated
37. Creating Materials- Setting up basic materials, applying metahuman hair and eye materials - Setting up SSS materials and profile for skin
38. Lighting and More Materials- Setting up lighting and post processing volume
39. Walkthrough of Sequencer and Camera Setup and Render Stills- 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
40. Outro- Render out sequences for video production or still presentation