Release date:2021, May 8
Duration:23 h 59 m
Author:Viktor Kotov, Anton Ageev, Dmitrij Kopejkin
Skill level:Beginner
Language:Russian
Exercise files:Yes
The course aims to help you take the first step towards the profession of a 3D modeler. In 6 months, you will learn how to create models for games and deal with the technical part of modeling: all these high-poly, low-poly, sweep and baking.
Who Is The Course For? For beginner 3D artists. You will understand the cycle of creating a model from the concept to the final submission. You’ll make useful acquaintances and learn how to model, so you don’t have to redo it later. For designers and 2D artists. You will increase your income because they pay more for 3D. Strengthen your portfolio. You will open up new opportunities for creativity and professional growth. For indie developers. You will learn how to quickly make simple but expressive models to be less distracted from development and not waste time on asset stores and marketplaces. What You’ll Learn: Create 3D models for games according to the correct algorithm: first form and expressiveness, then sweep, baking, and textures. a Better understanding of how to use 3D modeling software (Maya, Blender, Substance Painter, Marmoset Toolbag) and Photoshop. To cause a “wow effect” among friends, HR’s and customers with the help of a beautiful presentation, place models on Sketchfab and Artstation. You will understand how the pipeline of 3D model development works in game studios. You will learn how to create expressive drafts. You’ll figure out the topology, high-poly, low-poly, sweep, and behind the stove. The acquired knowledge is enough for you to work as a freelancer or as a jun in the studio. Curriculum:Block 1. Introduction to the course The path of development of a 3D artist and employment in the field.
How the training program works. How to do homework and upload them to Sketchfab.Block 2. Pipeline — model creation algorithm What is a pipeline … and why it’s so important to stick to it.
Pipeline stages. Which ones, how many, and what do you need to know? Variations of the pipeline. Different approaches to creating 3D models.Block 3. Draft sketch of the model Its features and the creation process.
What are references? How to search for them, analyze them, and use them. What are primitives and proportions, and how to create silhouettes. How to color a draft and make it expressive. The importance of detail and how damage makes the model more enjoyable.Block 4. Technical stages of model creation What is topology, and why is it important? The most common mistakes and how to avoid them.
Why do we need a detailed high—poly model – high-poly? How to create and what to do with it next. Why do we need a lightweight, low—poly model – low-poly? How to create and what to do with it next. What is UV scanning, and how to make and optimize it? What is baking and how to bake properly in Marmoset Toolbag?Block 5. Textures We study the information about the section and consider the files needed to complete the tasks of the block.
Let’s figure out what PBR is and how to make realistic textures and models of “metals” and “non-metals.” We learn how to work with Substance Painter, transfer textures to 3D models, and get acquainted with baking maps.Block 6. Feed We will learn how to emphasize the advantages and hide the disadvantages of the model with the help of light, shadow, and composition.
We understand how to prepare and arrange the work to attract the attention of other modelers, HR’s, and customers..
├── 1. Introduction to the course
│ ├── 1. About the profession
│ │ ├── 1. Ways to develop a 3D artist
│ │ │ └── 1-1_Ways to develop the 3D artist-v2
│ │ └── 2. Employment
│ │ └── 1-2_Employment-v2
│ ├── 2. About the course
│ │ ├── 1-3_What is the course-v2
│ │ └── 1-4_How the course program is built-v2
│ └── 3. Hydline on homework
│ ├── 1-5_Homework Hydline-v2
│ ├── 1-6_Loading the model on Sketchfab-v2
│ └── Sketchfab – load and set up the draft
├── 2. Pipeline
│ ├── 1What is Pipeline
│ │ └── 2-1_What is Pipeline-v2
│ ├── 2 Basic steps of a Pipeline
│ │ └── 2-2 │ ├─── 2.
│ ├── 3It is important to know
│ │ └── 2-3_Important to know-v2
│ ├── 4Payplane variations
│ │ └── 2-4_Pipeline-v2 variations
5 A few words about Mid-Poly
│ └── 2-5_a few words about Mid-Poly-v2
├── 3. Draft
│ ├─── 1Payplan of the draft
│ │ └── 3-1_Draft-Playline-v2
│ ├── 2Work with references
│ │ ├── 1About references
│ │ └─── 3-2_On references-v2
│ │ ├── 3Analysis of references
│ │ │ └── 3-3_Analysis of references-v2
│ │ └── 4DZ References
│ │ └── DZ-Reference
│ ├── 3Blocking
│ │ ├── 1Primitives and proportions
│ │ │ └── 3-4_Primitives and proportions-v2(1)
│ │ ├── 3PS Primitives
│ │ 𥀜──── Breakdown into primitives
│ │ │ └─── Fracturing into primitives_reviewing work
│ │ ├── 4Blocking
│ │ └─── 3-5_Blocking-v2
│ │ ├── 5PS Blocking
│ │ ├─── Answers to questions 220221
│ │ │ └─── Checking work 220221
│ │ ├── 6DZ Blocking
│ │ └─── DZ Blocking
│ │ ├── 7Silhouettes
│ │ └─── 3-6_Silhouettes-v2
│ │ └── 8DZ Silhouettes
│ │ └── DZ-Silhouettes
│ ├── 4Fine and secondary forms
│ │ ├─── 1Precision and secondary forms
│ │ │ └─── 3-7_ Clarification and secondary forms-v2
│ │ ├── 2Expression
│ │ └─── 3-8_Visibility-v2
│ │ └── 5Painting
│ │ └── 3-9_Painting color-v2
│ └── 5Detailing
│ ├── 1Detail
│ │ └── 3-10_Detail-v2
│ └─── 3On damage
│ └── 3-11_O Damage-v2
├── 4. Technical phases
│ ├─── 1Matter (topology)
│ │ ├── 1Subjects
│ │ └── 411 Sub-objects
│ │ ├── 2Rings and loops
│ │ └── 412 Edge Loop, Edge Ring
│ │ ├── 3What is a topology
│ │ └── 413 What is topology
│ │ ├── 4Major topology errors
│ │ └─── 414 Basic topology errors
│ │ └── 5Edge Flow
│ │ └── 415 Edge Flow
│ ├── 2High-Poly
│ │ ├── 1High-Poly requirements
│ │ └── 421 Basic requirements for HP(1)
│ │ ├── 2Way to create HP
│ │ └── 422 Ways to create HP (Sub-D, Sculpt)(1)
│ │ ├── 3How Sub-D works
│ │ └── 423 How does Sub-D(1) work
│ │ ├── 4Creating supports
│ │ ├── 4241 Practice
│ │ └── 424 Creation of Support Loops
│ │ ├── 5Crises
│ │ └── 425 Crises
│ │ ├── 6Transitions and geometry stitching
│ │ 𥀜── 4261 Practice
│ │ └── 426 Geometry transitions and stitching
│ │ ├── 8Small detailing and floaters
│ │ └── 427 Fine detail and floaters
│ │ └── 9Acceleration in ZBrush
│ │ └── 428 Accelerating work with ZBrush
│ ├── 3Low-Poly
│ │ ├── 1Basic rules
│ │ └── 431 Basic LP rules (1)
│ │ ├── 2Detail level
│ │ └── 432 Selecting the level of detail
│ │ ├── 3Way to create an LP
│ │ └── 433 Ways to create an LP
│ │ ├── 4Optimization
│ │ └── 434Optimization
│ │ ├── 5Geometry stitching
│ │ └── 435 Stitching of geometry
│ │ ├── 6Shading
│ │ └── 437Shading
│ │ ├── 7Lock normals
│ │ └── 438 Locked normals
│ │ └── 9Retopology
│ │ └── 439 Retopology
│ ├── 4UV Mapping
│ │ ├── 1What is UV
│ │ └── 441 What is UV
│ │ ├── 2Playlines of UV creation
│ │ └── 442Pipelines for UV creation
│ │ ├── 3Mapping methods
│ │ └── 443 Methods of mapping and creating seams
│ │ ├── 4Unfold UV
│ │ └── 444 Unfolding shelves
│ │ ├── 5 UV alignment
│ │ └─── 445 Alignment of UV-shells
│ │ ├── 6Texel
│ │ └── 446 Texel
│ │ ├── 7Optimization of the UV space
│ │ └── 447Optimization of the UV
│ │ ├── 8Packing and padding
│ │ └── 448 Packaging UV
│ │ └── 9Rectangular textures
│ │ └── 449 Rectangular textures
│ └── 5Baking
│ ├── 10Bake in 2 passes
│ │ └── 03 Bake in 2 passes
│ ├── 11Fixing artifacts
│ │ └── 04 Fixing artifacts
│ ├── 12Padding
│ │ └── 05Padding
│ ├── 13Further information about Normal
│ │ └── 06For more information about Normal Map
14Ambient Occlusion
│ │ ├── 07 Ambient Occlusion
│ │ ├── 08 Ambient Occlusion
│ │ └── 11 Features of the AO sash
│ ├── 15Additional cards
│ │ ├── 09 Curvature
│ │ └── 10 Material ID
│ ├── 16[Stream 2] Answers to questions
│ │ └── 12 Answers to questions
│ ├── 2Preparing the model
│ │ └── Preparing the model
│ ├── 3Cage and baking process
│ │ └── Cage and baking
│ ├── 4Shading
│ │ └── Shading
│ ├── 5Shading
│ │ └── Bevels
│ ├── 6Normals and working with them
│ │ └── Normals and work with them
│ ├── 7[Stream 1] Answers to questions
│ │ └── Answers to questionsmov
│ ├── 8Swapping overlaps
│ │ └── 01 Overlap offset
│ └── 9Test bake
│ └── 02 Test bake
├── 5. Textures
│ ├── 2The theory of PBR
│ │ ├── 1PBR Materials
│ │ ├─── 01_PBR_Type_Materials
│ │ │ ├── 02_PBR_Fresnel effect
│ │ │ ├── 03_PBR_Freshener effect
│ │ │ ├── 04_PBR_Albedo
│ │ │ ├── 05_PBR_Reflectivity
│ │ │ ├── 06_PBR_Microsurface
│ │ │ └ ─ ─ 07_PBR_Pipelines
│ │ ├── 2PBR Pipelines
│ │ ├─── 08_PBR_Spec-Gloss
│ │ │ ├── 09_PBR_Metallic_Roug
│ │ │ ├── ─ 10_PBR_ Comparison of Pipelines
│ │ └── 11_PBR_How to fix the white outline
│ │ ├── 3PBR Auxiliary textures
│ │ │ ├── 01_Ambient_Occlusion
│ │ │ ├── 02_Curvature
│ │ │ ├─── 03_World_Space_Normal
│ │ │ ├── 04_Position
│ │ │ ├── 05 Color_ID
│ │ │ ├── 06_Emissive
│ │ └─── 07_Thickness
│ │ └── 4PBR Material Calibration
│ │ └ ── PBR Validate
│ └── 3Workflow Basics
│ ├── 10Filters & Passthrough Blend
│ │ ├── 10 Filters & Passthrough Blend
│ │ └── Filters Passthrough Blend
│ ├── 11Anchor Points
│ │ ├── 11_Anchor Points
│ │ └── Anchor Points
│ ├── 12Paint Tools Brush & Eraser
│ │ ├── 12 Paint Tools Brush & Eraser
│ │ └── Paint Tools Brush Eraser
│ ├── 13Paint Features
│ │ └── Paint Features
│ ├── 14Presets
│ │ └── 13 Presets
│ ├── 15Filter Gradient
│ │ └── 14 Filter Gradient
│ ├── 16Generator UV Border Distance
│ │ └── 15 Generator UV Border Distance
│ ├──Quick Mask 17
│ │ └── 16 Quick Mask
│ ├── 18Export Textures
│ │ └── 17 Export Textures
│ ├─── 19Export Configuration
│ │ └── 18 Export Configuration
│ ├── 1Baking maps
│ │ ├── 01 Baking maps
│ │ └── Baking maps
│ ├── 20Opacity
│ │ └── 19 Opacity
│ ├── 21PBR Material calibration
│ │ └── PBR Validate
│ ├── 2Fill Layers Pipeline
│ │ ├── 02 Fill Layers Pipeline
│ │ └── Fill Layers Pipeline
│ ├── 3Generators
│ │ ├── 03 Generators
│ │ └── Generators
│ ├── 4Paint Effect
│ │ ├── 04 Paint Effect
│ │ └── Paint Effect
│ ├── 5Polygon Fill
│ │ ├── 05 Polygon Fill
│ │ └── Polygon Fill
│ ├── 6Base Masks
│ │ └── 06 Base Masks
│ ├── 7Smart Masks
│ │ ├── 07 Smart Masks
│ │ └── Smart Masks
│ ├── 8Smart Materials
│ │ ├── 08 Smart Materials
│ │ └── Smart Materials
│ └── 9Normal & Height
│ └── 09 Normal & Height
├── 6. Filing
│ ├── 1(Buttons) Marmoset Toolbag
│ │ ├── 1Interface and navigation
│ │ │ └── 1Interface and navigation
│ │ ├── 2Scene objects
│ │ └── 2Objects of the scene
│ │ ├── 3Environment and lighting
│ │ └─── 3Environment and lighting
│ │ ├── 4Camera
│ │ └─── 4Camera
│ │ ├── 5Additional scene objects
│ │ └─── 5Additional scenes
│ │ ├── 6Materials
│ │ └─── 6Materials
│ │ └── 7Render parameters
│ │ ├── 7Render settings
│ │ └── Sketchfab – marmoseet toolbag 4
│ └── 2Render and pitch
│ ├── 1Import and adjust the model
│ │ └── 1Import and adjust
│ ├── 2Camera angle
│ │ └── 2Facing
│ ├── 3Setting the light
│ │ └── 3Lighting
│ └── 4Marmoset Viewer
│ └── 4Export Viewer-a
├── [XYZ School] Draft Punk 4.0 – 3D Modeling for Games.7z.rar
├── [XYZ School] Draft Punk 4.0 – 3D Modeling for Games_Subtitles.7z
├─── Common Streaming
│ ├── 01. DP4 – 40 min Draft, Streaming with Students. 07.08.20
│ ├── 02. DP4. Introductory Stream
│ ├── 03. Pipeline and draft exposure
│ ├─── 04. Reference analysis breaking into primitives
│ ├─── 05. Blocking
│ ├─── 06. Silhouettes
│ ├─── 07. Clarification and secondary forms
│ ├─── 08. Painting the draft in color
│ ├── 09. Tertiary shapes
│ ├── 10. Sketchfab pour and customize draft-01
│ ├── 10. Sketchfab pour and set up draft-02
│ ├── 11. Breakthrough Streaming
│ ├── 12. High-poly
│ ├── 13. Using ZBrush to create HP
│ ├── 14. Low-Poly
│ ├── 15. Parsing HP cases
│ ├── 16. The first stream of 21 years
│ ├─── 17. UV Mapping
│ ├── 18. Bake. Part 1
│ ├─── 19. Bake. Part 2
│ ├── 20. Yeah, it’s a stream.
│ ├── 21. About textures
│ ├── 22. Another Friday stream
│ ├── 23. Serving
│ ├── 24. Another Friday Stream 2
│ ├── 25. Tile textures. Trims and atlases.
│ ├── 26. Friday Stream v3.0
│ ├── 27. Another Friday
│ ├── 28. Draft Punk. Meet UV Layout and more punking methods
│ ├─── 29. Talking Talk
│ ├── 30. Draft Punk. Let’s talk about designers
│ ├── 31. Feedback night
│ ├── 32. Streaming without prettiness
│ └── 33. Last call. October
└─── Streams, mentor debriefs
├─── Igor’s band (then he left)
│ └─── 27 01 2021 Bottles modeling
├─── Victor Kotov calls
│ ├── 01___Demo check – 08.10.20
│ ├─── 02__Home Check – 10/13/2020
│ ├─── 03_Checking of work – 10/15/20
│ ├─── 04_Check Work – 10/16/20
│ ├─── 05_Check of work – 10/19/20
│ ├──── 06_Separation of Works – 10/20/20
│ ├───── 07_An inspection of work – 10/22/20
│ ├───── 08_Check Work – 10/23.20
09_Dismantling of work – 10/28.20
│ ├── 10__Separation of Works – 10/30/20
│ ├──── 11__Separation of Works – 03.11.20
│ ├── 12__Separation of Works – 06.11.20
│ ├─── 13__Separation of Works – 04.11.20
│ ├──___Separation of Works – 05.11.20
│ ├─── 15__Proof work – 11.11.20
│ ├──── 16__Protection of works – 11.11.20
│ ├─── 17__Proof work – 12.01.21
│ ├─── 18___Check of works – January 20, 21
│ ├──___Check of works – 21.01.21
│ ├── 20___Questions on High-Poly in Zbrush (21.01.21)
│ ├─── 21__Procedure check – 01/25/21/21
│ ├─── 22__Proof work – January 27, 21
│ ├─── 23__Proof work – 28.01.21
│ ├──___playing Horizon Zero Dawn (and taking it apart)
│ ├── ─ ─ 25__Protecting the works – 01.02.21
│ ├── 26__Proof work – 08.02.21
│ ├──── 27__Check of works – 09.02.21
│ ├ ── ─ ─ 28_Check of works – 02.02.21
│ ├──___UV Layout 29
│ ├─── 30__Proof Work – 10.03.21 (textures + atlases)
│ └── 31___Check work – 09.04.21 (rendering and filing)
├─── Calling Dmitry Kopeikin
│ ├─── 01_Call – 08.10.2020
│ ├── 02___Call – 10/13 2020
│ ├── 03_Call – 10/15 2020
│ ├──___Call – 20.10.2020
│ ├─── 05__Call – 22.10.2020
│ ├──── 06_Call – 10/27 2020
│ ├──── 07_Call – 29.10.2020
│ ├──___Call – 05.11.2020
│ ├──___Call – 09.11.2020
│ ├── 10__Call – 11/10/2014
│ ├── 11___Call – 11/18/2020
│ ├── 12__Call – November 19, 2020
│ ├── 13__Call – 11/25/2020
│ ├───── 14__Call – November 26, 2020
│ ├─── 15__Call – 07.12.2020
│ ├──___Call – 08.12.2020
│ ├──── 17__Call – December 10, 2020
│ ├── 18__Call – December 15, 2020
│ ├──___Call – December 17, 2020
│ ├──___Call – December 22, 2020
│ ├──── 21_Call – 24.12.2020
│ ├── 22__Call – December 29, 2020
│ ├── 23__Call – 18.01.2021
│ ├──___Call – 19.01.2021
│ ├───___Call – 21.01.2021
│ ├── 26___Call – 26.01.2021
│ ├──___Call – 01.02.2021
│ ├─── 28__Call – 02.02.2021
│ ├──___Call – 09.02.2021
│ ├──── 30__Call – 02/11/2021
│ ├── 31___Call – February 16, 2021
│ ├── 32__Call – February 18, 2021
│ ├──___Call – 24.02.2021
│ ├───── 34__Call – February 25, 2021
│ ├ ─ ─ ─ ─ 35__Call – 03.03.2021
│ ├──── 36_Call – 03.03.2021
│ ├── 37___Call – March 17, 2021
│ ├──── 38__Call – March 24, 2021
│ ├── 39__Call – 31.03.2021
│ └── 40__Final call – 29.04.2021
└── Streams by Anton Ageev
├─── 01___13_10_2020 Blockout
├── 02___21_10_2020 Blockout 2-01
├── 02___21_10_2020 Blockout 2-02
├── 03___28_10_2020 Tile material
├─── 04___04_11_2020 Brick material (WiP)
├─── 05___11_11_2020 Floor material in UE4
├─── 06___21_11_2020 Wall constructor
├─── 07___25_11_2020 Create texture
├─── 08___02_12_2020 Board material
├─── 09___09_12_2020 Second UVset
├─── 10___16_12_2020 Log material
├── 11___23_12_2020 Detail Map
├─── 12___13_01_2021 Plants part 1
├── 13___20_01_2021 Candles
├─── 14___27_01_2021 Subdive modeling
├─── 15___03_02_2021 Subdive modeling part 2
├─── 16___10_02_2021 Lowpoly, mapping
├─── 17___17_02_2021 Baking
├─── 18___24_02_2021 Texturing
├─── 19___03_03_2021 Color Customize
├─── 20___10_03_2021 Ivy Grape. Part 1
├── 21___24_03_2021 Ivy Grape. Part 2
├─── 22___31_03_2021 Ivy Grape. Part 3
├─── 23___07_04_2021 Pipes. Part 1
├─── 24___14_04_2021 Pipes. Part 2
├─── 25___21_04_2021 Ivy Grape. Part 4
├─── 26___28_04_2021 Pipes. Part 3
└─── 27___05_05_2021 Damaged Floor. Part 11-1_Пути развития 3D художника-v2
2. Трудоустройство 2. О курсе1-3_О чем курс-v2 1-4_Как построена программа курса-v2
3. Гайдлайн по домашкам1-5_Гайдлайн по домашкам-v2 1-6_Загрузка модели на Sketchfab-v2 Sketchfab – заливаем и настраиваем драфт
2. Пайплайн 1Что такое пайплайн 2Основные этапы пайплайна2-2_Основные этапы пайплайна-v2
3Важно знать 4Вариации пайплайна 5Пара слов о Mid-Poly 3. Драфт 1Пайплайн драфта 2Работа с референсами 1О референсах 3Анализ референсов 4ДЗ Референсы 3Блокинг 1Примитивы и пропорции3-4_Примитивы и пропорции-v2(1)
3ПС ПримитивыРазбитие на примитивы_Ответы на вопросы Разбитие на примитивы_проверка работ
4Блокинг 5ПС БлокингОтветы на вопросы 220221 Проверка работ 220221
6ДЗ Блокинг 7Силуэты 8ДЗ Силуэты 4Уточнение и вторичные формы 1Уточнение и вторичные формы3-7_Уточнение и вторичные формы-v2
2Выразительность 5Покраска 5Детализация 1Детализация 3О повреждениях 4. Технические этапы 1Матчасть (топология) 1Подобъекты 2Кольца и петли 3Что такое топология 4Основные ошибки топологии 5Edge Flow 2High-Poly 1Основные требования к HP421 Основные требования к HP(1)
2Способы создания HP422 Способы создания HP (Sub-D, Sculpt)(1)
3Как работает Sub-D 4Создание поддержек424 Создание поддержек (Support Loops) 4241 Практика
5Кризы 6Переходы и сшивание геометрии426 Переходы и сшивание геометрии 4261 Практика
8Мелкая детализация и флоатеры427 Мелкая детализация и флоатеры
9Ускорение работы в ZBrush428 Ускоряем работу при помощи ZBrush
3Low-Poly 1Основные правила 2Степень детализации 3Способы создания LP 4Оптимизация 5Сшивание геометрии 6Шейдинг 7Lock нормалей 9Ретопология 4UV Mapping 1Что такое UV 2Пайплайны создания UV 3Способы маппинга443 Способы маппинга и создание швов
4Unfold UV 5Выравнивание UV 6Texel 7Оптимизация UV пространства 8Паковка и паддинг 9Прямоугольные текстуры 5Baking 10Бейк в 2 прохода 11Исправление артефактов 12Паддинг 13Подробнее о Normal 14Ambient Occlusion07 Ambient Occlusion 08 Устранение окантовки 11 Особенности бейка АО
15Дополнительные карты 16[Стрим 2] Ответы на вопросы 2Подготовка модели 3Cage и процесс запечки 4Шейдинг 5Скосы 6Нормали и работа с ними 7[Стрим 1] Ответы на вопросы 8Смещение оверлапов 9Тестовый бейк 5. Текстуры 2Теория PBR 1PBR Материалы01_PBR_Типы_Материалов 02_PBR_Эффект_Френеля 03_PBR_Сохренение энергии 04_PBR_Albedo 05_PBR_Reflectivity 06_PBR_Microsurface 07_PBR_Pipelines
2PBR Пайплайны08_PBR_Spec-Gloss 09_PBR_Metallic_Roug 10_PBR_Сравнение_пайплайнов 11_PBR_Как_пофиксить_белый_контур
3PBR Вспомогательные текстуры01_Ambient_Occlusion 02_Curvature 03_World_Space_Normal 04_Position 05_Color_ID 06_Emissive 07_Thickness
4PBR Калибровка материалов 3Workflow Basics 10Filters & Passthrough Blend10 Filters & Passthrough Blend Filters Passthrough Blend
11Anchor Points11_Anchor Points Anchor Points
12Paint Tools Brush & Eraser12 Paint Tools Brush & Eraser Paint Tools Brush Eraser
13Paint Features 14Presets 15Filter Gradient 16Generator UV Border Distance15 Generator UV Border Distance
17Quick Mask 18Export Textures 19Export Configuration 1Baking maps 20Opacity 21PBR Калибровка материалов 2Fill Layers Pipeline02 Fill Layers Pipeline Fill Layers Pipeline
3Generators 4Paint Effect 5Polygon Fill 6Base Masks 7Smart Masks 8Smart Materials08 Smart Materials Smart Materials
9Normal & Height 6. Подача 1(Кнопки) Marmoset Toolbag 1Интерфейс и навигация 2Объекты сцены 3Среда и освещение 4Камера 5Дополнительные объекты сцены 6Материалы 7Параметры рендера7Настройки рендера Sketchfab – marmoseet toolbag 4
2Рендер и подача 1Импорт и настройка модели 2Ракурс камеры 3Настройка освещения 4Marmoset Viewer Общие стримы01. DP4 – 40 min Draft, стрим со студентами. 07.08.20 02. DP4. Вводный стрим 03. Экспозиция пайплайна и драфта 04. Анализ референсов разбитие на примитивы 05. Блокинг 06. Силуэты 07. Уточнение и вторичные формы 08. Покраска драфта цветом 09. Третичные формы 10. Sketchfab заливаем и настраиваем драфт-01 10. Sketchfab заливаем и настраиваем драфт-02 11. Переломный стрим 12. High-poly 13. Использование ZBrush для создания HP 14. Low-Poly 15. Разбор кейсов HP 16. Первый стрим 21 года 17. UV Mapping 18. Bake. Часть 1 19. Bake. Часть 2 20. Да, это стрим 21. О текстурах 22. Очередной пятничный стрим 23. Подача 24. Очередной пятничный стрим 2 25. Тайловые текстуры. Тримы и атласы 26. Пятничный стрим v3.0 27. Очередная пятница 28. Draft Punk. Знакомьтесь UV Layout и дополнительные методы бейка 29. Разговоры говорим 30. Draft Punk. Поговорим о конструкторах 31. Вечер фидбэков 32. Стрим без прикрас 33. Последний звонок. Октябрь
Стримы, разборы менторов Группа Игоря (потом он ушел) Созвоны Виктор Котов01___Демо-проверка – 08.10.20 02___Проверка домашек – 13.10.2020 03___Проверка работ – 15.10.20 04___Проверка работ – 16.10.20 05___Проверка работ – 19.10.20 06___Разбор работ – 20.10.20 07___Проверка работ – 22.10.20 08___Проверка работ – 23.10.20 09___Разбор работ – 28.10.20 10___Разбор работ – 30.10.20 11___Разбор работ – 03.11.20 12___Разбор работ – 06.11.20 13___Разбор Работ – 04.11.20 14___Разбор работ – 05.11.20 15___Проверка работ – 11.11.20 16___Проверка работ – 12.11.20 17___Проверка работ – 12.01.21 18___Проверка работ – 20.01.21 19___Проверка работ – 21.01.21 20___Ответы на вопросы по High-Poly в Zbrush (21.01.21) 21___Проверка работ – 25.01.21 22___Проверка работ – 27.01.21 23___Проверка работ – 28.01.21 24___Играем в Horizon Zero Dawn (и разбираем) 25___Проверка работ – 01.02.21 26___Проверка работ – 08.02.21 27___Проверка работ – 09.02.21 28___Проверка работ – 12.02.21 29___UV Layout 30___Проверка работы – 10.03.21 (текстуры + атласы) 31___Проверка работы – 09.04.21 (рендер и подача)
Созвоны Дмитрий Копейкин01___Созвон – 08.10.2020 02___Созвон – 13.10.2020 03___Созвон – 15.10.2020 04___Созвон – 20.10.2020 05___Созвон – 22.10.2020 06___Созвон – 27.10.2020 07___Созвон – 29.10.2020 08___Созвон – 05.11.2020 09___Созвон – 09.11.2020 10___Созвон – 10.11.2020 11___Созвон – 18.11.2020 12___Созвон – 19.11.2020 13___Созвон – 25.11.2020 14___Созвон – 26.11.2020 15___Созвон – 07.12.2020 16___Созвон – 08.12.2020 17___Созвон – 10.12.2020 18___Созвон – 15.12.2020 19___Созвон – 17.12.2020 20___Созвон – 22.12.2020 21___Созвон – 24.12.2020 22___Созвон – 29.12.2020 23___Созвон – 18.01.2021 24___Созвон – 19.01.2021 25___Созвон – 21.01.2021 26___Созвон – 26.01.2021 27___Созвон – 01.02.2021 28___Созвон – 02.02.2021 29___Созвон – 09.02.2021 30___Созвон – 11.02.2021 31___Созвон – 16.02.2021 32___Созвон – 18.02.2021 33___Созвон – 24.02.2021 34___Созвон – 25.02.2021 35___Созвон – 03.03.2021 36___Созвон – 11.03.2021 37___Созвон – 17.03.2021 38___Созвон – 24.03.2021 39___Созвон – 31.03.2021 40___Финальный созвон – 29.04.2021
Стримы Антон Агеев01___13_10_2020 Blockout 02___21_10_2020 Blockout 2-01 02___21_10_2020 Blockout 2-02 03___28_10_2020 Материал плитки 04___04_11_2020 Материал кирпича (WiP) 05___11_11_2020 Материал пола в UE4 06___21_11_2020 Конструктор стен 07___25_11_2020 Создание текстуры 08___02_12_2020 Материал досок 09___09_12_2020 Второй UVset 10___16_12_2020 Материал брёвен 11___23_12_2020 Detail Map 12___13_01_2021 Растения ч.1 13___20_01_2021 Свечки 14___27_01_2021 Subdive моделинг 15___03_02_2021 Subdive моделинг ч.2 16___10_02_2021 Lowpoly, mapping 17___17_02_2021 Baking 18___24_02_2021 Texturing 19___03_03_2021 Color Customize 20___10_03_2021 Ivy Grape. Часть 1 21___24_03_2021 Ivy Grape. Часть 2 22___31_03_2021 Ivy Grape. Часть 3 23___07_04_2021 Pipes. Часть 1 24___14_04_2021 Pipes. Часть 2 25___21_04_2021 Ivy Grape. Часть 4 26___28_04_2021 Pipes. Часть 3 27___05_05_2021 Damaged Floor. Часть 1
[XYZ School] Draft Punk 4.0 – 3D Modeling for Games (Russian, Eng sub)_Subtitles.7z [XYZ School] Draft Punk 4.0 – 3D Modeling for Games.7z.rar
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