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Digital-tutors : Detailing Next-Gen Characters in ZBrush

FiRARDA

🌟Usta Tasarımcı🌟
Katılım
7 Eyl 2008
Mesajlar
451
Tepkime puanı
11
Web sitesi
www.ss.ss
detailingnextgencharact.jpg

Learn a production workflow and time-saving techniques for creating high-resolution geometry for use in games, methods of sculpting, generating and applying maps, and adding character enhancements for appeal. Contains over 5 hours of project-based training for artists learning the creative processes of modeling and sculpting characters for next-generation games.


Popular highlights include:
• Character Refinement
• Adding Appeal for Enhancement
• Additive Sculpting Techniques
• Subtractive Sculpting Techniques
• UV Tools and Techniques
• Creating Usable UV Layouts
• Strategically Combining UV Shells
• Preparing Geometry for Sculpting
• Exporting Geometry from Maya
• Importing Geometry to ZBrush
• Appending Subtools
• Morph Targets
• Subdividing Geometry
• Sculpting Organic Shapes
• Masks and Deformation for Detail
• Adding Flexibility with 3D layers
• Stencils to Add Details
• Creating Custom Alphas
• Hard Surface Detailing
• Integrating Geometry with Detail
• Combining Brushes and Strokes
• Adding Texture with Alphas
• Exporting Normal Maps
• Using ZMapper to Create Normal Maps
• Applying Normal Maps in Maya
Lesson Outline:

1. Project overview 9:03
2. Making changes to the model in Maya 7:46
3. Laying out UVs for the head 13:22
4. Laying out UVs for the chest armor 15:15
5. Laying out UVs for the tubes 10:15
6. Laying out UVs for the legs 8:43
7. Grouping the leg UVs together 11:20
8. Grouping the head, abdomen, and arm UVs together 5:45
9. Modifying topology to better accommodate sculpting 8:01
10. Adding resolution in preparation for sculpting 11:50
11. Adding detail to the tubes 6:10
12. Final preparation for sculpting -
intersections / vents 6:44
13. Combining geometry and exporting 8:15
14. Assembling geometry in ZBrush and setting morph targets 6:38
15. Sculpting the abdomen 8:46
16. Defining the character's head 8:24
17. Sculpting stretched skin on the head 6:47
18. Adding finer details / wrinkles to the head and abdomen 11:23
19. Adding texture / irregularity to the head and abdomen 11:25
20. Using masks and deformation to create panels on the legs 12:38
21. Creating layered effects on the knee armor 7:02
22. Creating panels on the chest armor 15:47
23. Creating and applying custom alphas 10:29
24. Using the layer brush to add straps to the legs 5:15
25. Sculpting folds into the legs 6:43
26. Adding fabric texture to legs 7:00
27. Sculpting the gun arm 12:52
28. Detailing the gun 9:40
29. Integrating the gun and arm together 10:52
30. Adding wear and tear to the armor 6:56
31. Using 3D layers to add scars and damage 9:01
32. Using stencils to add custom damage 4:11
33. Exploring the remaining pieces 4:21
34. Exporting normal maps from ZBrush 9:22
35. Combining normal maps in Photoshop 2:21
36. Assigning normal maps to the original model in Maya 9:17
Total Run Time: 5:19:39

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