Release date:2021, June

Author:Emiel Sleegers

Skill level:Beginner

Language:English

Exercise files:Yes

Embark on a journey to become a professional games artist in our Ultimate Weapons Masterclass! Learn how to make a professional AAA weapon using industry-standard techniques. Push your game art to the next level and make killer props for your portfolio.

LEARN AAA GAME ART SECRETS Learn how a professional AAA prop artist works when creating high-end weapons for games. Create complicated hard surface shapes in 3ds max, turning objects into high poly using Zbrush, make optimal UVs, learn about texture baking and texture creation in Substance Painter, and make stunning high-quality renders using Marmoset Toolbag 4.

YOUR INSTRUCTOR Emiel Sleegers is a senior environment artist with years of experience in the AAA Game Industry. He’s worked on games like The Division 2 at Ubisoft, Forza Horizon 3 at Playground Games as an Environment Artist and Material Artist.

SKILL LEVEL This masterclass is made for high-intermediate to advanced 3D artists who already have experience with 3d modeling, texturing, and rendering.

REQUIREMENTS You need to know how to use 3ds Max, ZBrush, Marmoset Toolbag, Photoshop, and Substance Painter.

TOOLS USED

3ds Max 2019 Zbrush 2021 Marmoset Toolbag 4 Substance Painter 2021.1.1 Photoshop

CURRICULUM We’ve split this masterclass into 8 weeks to give you a nice structure to follow. You’re more than welcome to go through it at a completely different pace – do whatever feels comfortable for you. Please note – this isn’t a live course and no feedback is available.

Week 1 – Reference & Blocking Body We’ll analyse the reference and then build a large part of the low poly body. Learn multiple modeling techniques like box modeling, using spline and modifiers.

Week 2- Blocking the Body We’ll continue to refine the low poly body of the rifle. We focus on the scale and position of the pieces of the rifle.

Week 3 – High Poly Body Turning the low poly body into a high poly 3d model. Learn useful hard surface techniques using 3ds Max and ZBrush turning our low poly into a high poly in minutes.

Week 4 – Hand Grip and Additional Pieces Finish off all the rifle modeling, both the high and low poly models. Learn a couple of new techniques, like plane modeling for particularly difficult pieces.

Week 5 – Baking & UVs We start the UV mapping and baking. Learn how to UV unwrap, work with texel density, optimal packing techniques and how to prepare the model for baking. Finally, we’ll bake our model in Marmoset Toolbag 4.

Week 6 – Texturing Learn a lot of different techniques for texture painting using Substance Painter, like setting up our base materials, using smart masks, projection painting, adding dirt and grime and much more.

Week 7 – Scene Setup & Polish We’ll set up our final render scene in Marmoset Toolbag 4 along with general polishing of the textures. Learn how to make the rifle stand out using powerful presentation techniques.

Week 8 – Making the Attachments (bonus) Learn how to apply all the techniques we’ve covered in the masterclass so far to create separate gun attachments, like a scope, handgrip, and laser sight.

Week1

_Week01_intro 01-Going Over Our Reference And Project Setup 02-Working On Our Main Body Part1 03-Working On Our Main Body Part2 04-Working On Our Main Body Part3 05-Working On Our Main Body Part4 06-Working On Our Main Body Part5 07-Working On Our Main Body Part6 08-Working On Our Main Body Part7

Week2

_Week02_intro 09-Working On Our Main Body Part8 10-Working On Our Main Body Part9 11-Working On Our Main Body Part10 12-Working On Our Main Body Part11 13-Working On Our Main Body Part12 14-Working On Our Main Body Part13 15-Working On Our Main Body Part14 – Timelapse

Week3

_Week03_intro 16-Turning Our Main Body Into A High Poly Part1 17-Turning Our Main Body Into A High Poly Part2 18-Turning Our Main Body Into A High Poly Part3 19-Turning Our Main Body Into A High Poly Part4 20-Turning Our Main Body Into A High Poly Part5 21-Turning Our Main Body Into A High Poly Part6 22-Creating Our Front Barrel Part1 – Timelapse 23-Creating Our Front Barrel Part2 – Timelapse 24-Creating Our Back Stock – Timelapse 25-Creating Our Magazine – Timelapse 26-Turning Our Low Poly Into High Poly Part1 – Timelapse 27-Turning Our Low Poly Into High Poly Part2 – Timelapse

Week4

_Week04_intro 28-Creating Our Hand Grip Part1 29-Creating Our Hand Grip Part2 30-Creating Our Hand Grip Part3 31-Turning Our Hand Grip Into High Poly – Timelapse 32-Making Our Gun Thicker And Fixing Bugs 33-Creating All Left Over Pieces Part1 -Timelapse 34-Creating All Left Over Pieces Part2 -Timelapse 35-Creating Our Iron Sights – Timelapse

Week5

_Week05_intro 36-Setting Up Our High Poly For Baking 37-Preparing Our Low Poly Part1 38-Preparing Our Low Poly Part2 – Timelapse 39-Preparing Our Low Poly Part3 – Timelapse 40-Preparing Our Low Poly Part4 41-Uv Unwrapping Our Asset Part1 42-Uv Unwrapping Our Asset Part2 43-Uv Unwrapping Our Asset Part3 – Timelapse 44-Uv Unwrapping Our Asset Part4 45-Uv Unwrapping Our Asset Part5 46-Uv Unwrapping Our Asset Part6 – Timelapse 47-Preparing Our Scene For Texture Baking 48-Baking Our First Uv 49-Baking Our Second Uv – Timelapse

Week6

_Week06_intro 50-Setting Up Painter And Adding Normal Map Details Part1 51-Adding Normal Map Details Part2 52-Adding Normal Map Details Part3 53-Creating Our Base Colors Part1 54-Creating Our Base Colors Part2 55-Creating Our Base Colors Part3 56-Creating Our Base Colors Part4 57-Adding Dirt And Extra Details Part1 58-Adding Dirt And Extra Details Part2 59-Adding Dirt And Extra Details Part3 – Timelapse

Week7

_Week07_intro 60-Setting Up Our Render Scene Part1 61-Setting Up Our Render Scene Part2 62-Polishing Our Materials Part1 63-Polishing Our Materials Part2 64-Polishing Our Materials Part3 65-Creating Our Second Uv Texture – Timelapse 66-Polishing Our Scene Part1 67-Outro

Week8

_Week08_intro 01-Creating Blockouts For Attachments 02-Creating The Front Grip 03-Creating The Laser Sight 04-Creating Our Eotech Sight 05-Creating Our Scope 06-Creating Our Attachment Textures

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