Release date:2022, December

Author:Arrimus 3D

Skill level:Beginner

Language:English

Exercise files:Yes

What you’ll learn

Learn how to retopologize, model, and design a mechanical character with 3DS Max. Learn how to retopologize, model, and design a mechanical character with Blender. Learn how to sculpt in Zbrush at a basic level. Learn how to integrate CAD/NURBS into your designs. Plasticity(beta) is used for this course.

Requirements Make sure you have your poly-modeling program of choice installed. Although I used Max and Blender you can also use Modo, NVil, Cinema4D, XSI, or anything else that can handle poylgon modeling. I also recommend a tablet for sculpting. For sculpting software you can use Blender or Zbrush. For CAD I recommend Plasticity which is currently in beta and is free and when it is released will be very affordable. Shapr3D and Fusion 360 are also good choices.

Discription In this course you will learn how to work with polygon, sculpting, and CAD programs to get the best of all worlds. There is a strong emphasis on using the strongest aspects of all programs to get the most out of your 3D design experience. You will learn to work at a good level in 3D Studio Max, Blender, Zbrush, and Plasticity. You will learn how how sculpt in Zbrush and take advantage of Zbrush’s fluid and responsive dynamesh system to quickly explore your design in the initial stages. You will also learn how to quickly paint and set up a color scheme while you are still in the sculpting phase. Then, you will learn how to retopologize and continue your design in 3DS Max and Blender. After creating cleaner simpler film asset topology you will learn how to further refine, define, and detail your object to a high standard. Finally, you will learn how to export your subdivision mesh to MoI and Plasticity to add crisp and clean CAD details. At the end of this course you will have a good grasp on modeling a wide variety of objects, from organic brains to faces to mechanical legs and weapons and you will be able to create a creature or mech that has a good mix of fleshy parts as well as sleek and sharp hard surface objects.

Who this course is for: This course is intended for people interested in 3D modeling, 3D concept design, and concept artists who want to integrate a wide range of 3D tools into their toolset. This course is intended for beginners and intermediate users who would like to incorporate other modeling styles into their workflow. Example: Blender users who would like to try CAD modeling to improve their designs.

01. Program Introductions

01. Intro to Blender 02. Intro to Max 1 03. Intro to Max 2 (Hotkeys 1) 04. Intro to Max 3 (Hotkeys 2) 05. Intro to Plasticity 06. Intro to Zbrush 07. Intro to Moment of Inspiration (MoI) 08. Intro to MoI 2 09. Exporting Poly to CAD 10. Working Poly to CAD

02. 3DS Max

01. Cool Shapes 02. Freeform Modeling 1 03. Freeform Modeling 2 04. Fun with Symmetry 05. Integrating Objects Together 06. Working at an Angle Part 1 07. Working at an Angle Part 2 08. Practicing Working at an Angle 09. Angular Freeform 10. Freeform Intro Part 1 11. Freeform Intro Part 2 12. Freeform Intro Part 3 13. Combining Angular and Freeform 14. Inserting and Cutting Patterns 15. Happy Accidents Part 1 16. Happy Accidents Part 2 17. Split Mesh and Low Density Modeling Part 1 18. Split Mesh and Low Density Modeling Part 2 19. Auto-Crease Workflow Demonstration 20. Auto-Crease Workflow and Freeform Retopology 21. Design with Shapes and Colors – Part 1 22. Design with Shapes and Colors – Part 2 23. Ornament Modeling – Part 1 24. Ornament Modeling – Part 2 25. Ornament Modeling – Part 3 26. Tiling Sofa Geometry 27. Working with Splines – Part 1 28. Working with Splines – Part 2 29. Advanced Detailing – Part 1 30. Advanced Detailing – Part 2 31. Model, Unwrap, and Texture Straps 32. Fitting Objects Together 33. Set Flow Bridging 34. More Freeform

03. Blender

01. 1. Angular Freeform 02. More Angular Freeform 03. Even More Angular Freeform 04. 2. Freeform Modeling 05. 3. Basic Armor Modeling 06. 5. Detailing After Remesher 07. Cyber Samurai Part 1 08. Cyber Samurai Part 2 09. Cyber Samurai Part 3 10. Bulgarov Style in Blender 1 11. Bulgarov Style in Blender 2

04. Zbrush

01. Create and Modify Alphas 02. Create Hard Surface Alphas 03. Mouth Layers 04. Insert Multi Mesh – Part 1 05. Insert Multi Mesh – Part 2 06. Insert Multi Mesh – Part 3 07. Mesh Fusion for Hard Surface and Organic Modeling 08. Sculpting Eyes 09. Create Ornamental Alpha 10. Organic Sculpting Tips 11. Head Sculpt – Part 1 12. Head Sculpt – Part 2 13. Head Sculpt – Part 3 14. Rock Sculpting – Part 1 15. Rock Sculpting – Part 2

05. Zbrush Hard Surface

01. Part 1 02. Part 2 03. Part 3 04. Part 4 05. Part 5 06. Part 6 07. Part 7 08. Part 8 09. Part 9 10. Part 10 11. Part 11 12. Part 12 13. Part 13

06. Project Cyber Brain Spider (Blender + Zbrush + Plasticity)

01. Zbrush Part 1 (Base Sculpt) 02. Blender Part 1 (Retopology) 03. Blender Part 2 04. Plasticity Part 1 (Leg) 05. Blender Part 3 06. Plasticity Part 2 (Weapon) 07. Zbrush Part 2 (Sculpt Refinement) 08. Kitbashing Created Assets 09. Blender Part 4 10. Blender Part 5 11. Blender Part 6

07. Project Prosthetic Arm (Max and Plasticity)

01. 1. Zbrush and Initial Modeling 02. 2. Neutral Modeling Position 03. 3. The Design Comes Together 04. 4. Further Designing 05. 5. Hand in Max 06. 6. Hand in CAD Part 1 07. 7. Hand in CAD Part 2 08. 8. Kitbashing Joints

08. Project Big Boy (Zbrush + Max + Plasticity)

01. 1. Polygon Kitbash 02. 2. Poly to Sculpt 03. 3. Cad Part 1 (Initial Cuts) 04. 4. Cad Part 2 (Detailing) 05. 5. Cad Part 3 (Refining) 06. 6. More Kitbashing After CAD 07. 7. Armor Plate Poly Modeling 08. 8. Back Shell and Head Plate

09. Project Insectoid Soldier – Max

01. 2. Max Part 1 (Retopology) 02. 3. Max Part 2 (Initial Chest and Back Blockout) 03. 4. Max Part 3 (Review of Blockout and Testing More Arms) 04. 5. Max Part 4 (Torso and Hips Blockout) 05. 6. Max Part 5 (Legs Blockout) 06. 7. Max Part 6 (Legs and Arm Blockout) 07. 8. Max Part 7 (Arm Refinement) 08. 9. Max Part 8 (Back Refinement) 09. 10. Max Part 9 (Torso Front and Hips) 10. 11. Max Part 10 (Hand and Fingers) 11. 12. Max Part 11 (Arm, Back, and Side Refinements)

10. Project Cyber Soldier (Zbrush + Max + Blender +Plasticity)

01. 1. Zbrush Initial Sculpt 02. 2. Sculpt Helmet Refining 03. 3. Blender Retopology 1 04. 4. Max Retopology 1 05. 5. Blender Retopology 2 06. 6. In the Design Zone – Part 1 07. 7. In the Design Zone – Part 2

11. Project Soldier (Zbrush + Max + VRay)

01. Helmet 1 02. Helmet 2 03. Helmet 3 04. Helmet 4 05. Helmet 5 06. Helmet 6 07. Helmet 7 08. Helmet 8 09. Helmet 9 10. Helmet 10 11. Helmet 11

12. V-Ray Rendering

01. Introduction to V-Ray Rendering 02. Slate Material Editor 03. Procedural Texturing 1 04. Procedural Texturing 2 05. Procedural Texturing 3 06. Procedural Texturing 4 07. Frayed Rope Displacement

13. Next-Gen Workflows

01. Using Cki Vangs Excellent IMM Brushes 02. Monkey Bot 1 – Zbrush to CAD 03. Monkey Bot 2 – CAD to Zbrush 04. Kitbashing Demonstration 05. Synthetic Muscles Part 1 06. Synthetic Muscles Part 2 07. Synthetic Muscles Part 3 08. ProBoolean Dynamesh Workflow – Part 1 09. ProBoolean Dynamesh Workflow – Part 2 10. ProBoolean Dynamesh Workflow – Part 3 11. ProBoolean Dynamesh Workflow – Part 4 12. ProBoolean Dynamesh Workflow – Part 5 13. ProBoolean Dynamesh Workflow – Part 6 14. ProBoolean Dynamesh Workflow – Part 7

14. Project Sculpting, Retopology, and V-Ray Rendering (Zbrush + Max + V-Ray)

01. Part 1 02. Part 2 03. Part 3 04. Part 4 05. Part 5 06. Part 6 07. Part 7 08. Part 8 09. Part 9

[Udemy] Arrimus Ultimate 3D Modeling Course by Arrimus 3D.7z [Udemy] Arrimus Ultimate 3D Modeling Course by Arrimus 3D_Subtitles.7z

  Channel    and      Group

下载说明:用户需登录后获取相关资源
1、登录后,打赏30元成为VIP会员,全站资源免费获取!
2、资源默认为百度网盘链接,请用浏览器打开输入提取码不要有多余空格,如无法获取 请联系微信 yunqiaonet 补发。
3、分卷压缩包资源 需全部下载后解压第一个压缩包即可,下载过程不要强制中断 建议用winrar解压或360解压缩软件解压!
4、云桥网络平台所发布资源仅供用户自学自用,用户需以学习为目的,按需下载,严禁批量采集搬运共享资源等行为,望知悉!!!
5、云桥网络-CG数字艺术学习与资源分享平台,感谢您的关注与支持!