Detailing Next-Gen Characters in ZBrush

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;

1. Project overview

3. Laying out UVs for the head

5. Laying out UVs for the tubes

7. Grouping the leg UVs together

9. Modifying topology to better accommodate sculpting

11. Adding detail to the tubes

13. Combining geometry and exporting

15. Sculpting the abdomen

17. Sculpting stretched skin on the head

19. Adding texture / irregularity to the head and abdomen

21. Creating layered effects on the knee armor

23. Creating and applying custom alphas

25. Sculpting folds into the legs

27. Sculpting the gun arm

29. Integrating the gun and arm together

31. Using 3D layers to add scars and damage

33. Exploring the remaining pieces

35. Combining normal maps in Photoshop

2. Making changes to the model in Maya

4. Laying out UVs for the chest armor

6. Laying out UVs for the legs

8. Grouping the head; abdomen; and arm UVs together

10. Adding resolution in preparation for sculpting

12. Final preparation for sculpting - intersections / vents

14. Assembling geometry in ZBrush and setting morph targets

16. Defining the character's head

18. Adding finer details / wrinkles to the head and abdomen

20. Using masks and deformation to create panels on the legs

22. Creating panels on the chest armor

24. Using the layer brush to add straps to the legs

26. Adding fabric texture to legs

28. Detailing the gun

30. Adding wear and tear to the armor

32. Using stencils to add custom damage

34. Exporting normal maps from ZBrush

36. Assigning normal maps to the original model in Maya

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