Release date:2015, November 11
Author:Ryan Kittleson
Skill level:Intermediate
Language:English
Exercise files:Yes
Watch as author Ryan Kittleson introduces the skills digital artists need to create photorealistic 3D creatures for film, video, and game production. This course covers basic design, sculpting, texturing, posing, and lighting and demonstrates real-world workflow, starting with the basic sculpture in ZBrush and moving it into Maya for finishing, while editing textures in Photoshop.
Topics include:
Brainstorming and refining a character concept
Installing custom brushes
Optimizing tablet settings
Posing the ZSpheres in ZBrush
Sculpting muscles and midsize shapes
Working with DynaMesh
Using GoZ between ZBrush and Maya
Creating topology for animation
Sculpting fine detail
Cleaning up a mesh in Maya
Creating the UV layout
Lighting and shading
Painting texture maps
Posing with Transpose tools in ZBrush
Batch rendering a turntable animation01 – Introduction 01 – Introduction 02 – What you should know before watching this course 03 – Using the exercise files
02 – 1. Preparing Your Workspace 04 – Installing custom brushes 05 – Preparing GoZ 06 – Optimizing tablet settings
03 – 2. Designing the Creature 07 – Brainstorming 08 – Refining a concept 09 – Gathering reference images
04 – 3. Basic Sculpting in ZBrush 10 – Starting with ZSpheres 11 – Posing the ZSpheres 12 – Sculpting the basic forms 13 – Using DynaMesh 14 – Sculpting muscles and mid-size shapes 15 – Defining joints 16 – Sculpting bony plates 17 – Sculpting leathery skin
05 – 4. Basic Modeling in Maya 18 – Using GoZ between ZBrush and Maya 19 – Making an eyeball 20 – Creating tail spikes 21 – Modeling a tooth 22 – Duplicating the teeth 23 – Finishing the teeth
06 – 5. Creating Topology for Animation 24 – Drawing guidelines for retopology 25 – Fleshing out the retopology guides 26 – Creating new topology 27 – Generating the new mesh 28 – Cleaning up the mesh in Maya 29 – Modeling the tail in Maya 30 – Modeling the claws 31 – Preparing to project detail 32 – Projecting detail to new topology 33 – Cleaning up projection problems
07 – 6. Creating the UV Layout 34 – Cutting UV seams 35 – Prepping UV shells for UV Master 36 – Using UV Master to unfold UVs 37 – Arranging UVs in Maya
08 – 7. Creating a Pedestal Environment 38 – Creating a pedestal with Spotlight 39 – Decimating the geometry 40 – Finishing the pedestal
09 – 8. Lighting and Shading 41 – Setting up the scene for rendering 42 – Making a key light 43 – Making a soft sky light 44 – Making a rim light 45 – Setting up a simple SSS skin shader 46 – Adjusting the skin shader 47 – Adding ambient occlusion to the shaders
10 – 9. Texturing 48 – Polypainting colors in ZBrush 49 – Extracting texture maps 50 – Organizing the maps into Photoshop layers 51 – Compositing the color maps in Photoshop 52 – Compositing the specular maps in Photoshop 53 – Importing the maps into Maya 54 – Connecting the maps to the shaders 55 – Setting up remap value nodes 56 – Editing remap value nodes
11 – 10. Posing the Model 57 – Designing the pose 58 – Linking subtools to the main body 59 – Posing with transpose tools 60 – Polishing the pose 61 – Finishing touches in ZBrush 62 – Finishing touches in Maya
12 – 11. Rendering 63 – Fine-tuning lights and render settings 64 – Batch rendering a turnable animation 65 – Polishing the renders in Photoshop
13 – Conclusion 66 – Whats next


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