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Creating Unreal 3D Characters from Epic Concepts

3D Artist, SoMuch3D




Class Details


  • Basic~Pro
  • Total 40 videos, 88Hours 26Minutes
  • English
  • English [Auto], Traditional Chinese [Auto], Spanish [Auto]
  • Class materials included



[Dictionary]3dartist,somuch3d 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. Orientation- Meet your instructor - Class overview

  • SECTION 02
    Our Tools, Setting, and Techniques
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    • 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
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    • 03. How to Pick a Concept- What we look for in a concept - Why choose a particular concept

  • SECTION 04
    High Poly Model Creation
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    • 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
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    • 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
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    • 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
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    • 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
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    • 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
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    • 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
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    • 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

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