Release date:2014
Author:Chris Bennett
Skill level:Beginner
Language:English
Exercise files:Yes
This Model was created and used as a teaching aid for the course I taught though Uartsy.com
Concept by Carlyn Lim
Broadly speaking the course covered the following topics:How to create a fully realized production ready professional 3D character model from a 2D concept.
Core artistic principals that will boost & aid your content creation. Technical skills such as ZBrush sculpting methods, hand painted texture processes in 3D-Coat, & efficient game asset creation techniques. Boost the quality of your art through professional peer reviewed critiques. Plus time saving production methodologies & more!01 Introduction 02 Choosing a Concept 03 Planning your Concept 04 Shape Language and Material Type 05 Shape Relationship and Line Flow 06 Color, Sculpting Planes, and Feeling 07 Accessories, Symmetry, and Contrast 08 Breaking Down Subtools 09 Q&A Session 10 Technical Limitations Part 1 11 Technical Limitations Part 2 12 Technical Limitations Part 3 13 Base Mesh Discussion 14 Base Mesh in Production 15 Sculpting the Base Mesh Part 1 16 Sculpting the Base Mesh Part 2 17 Sculpting the Base Mesh Part 3 18 Sculpting the Base Mesh Part 4 19 Sculpting the Base Mesh Part 5
Project 2 Sculpting Theory01 Introduction 02 Anatomy References 03 Proportions 04 Using a Relaxed Pose 05 Planes and Major Shapes 06 Silhouette 07 Muscle Forms 08 Beginning on the Legs and Rapid Prototyping 09 Working the Feet 10 Establising Planes of the Feet 11 Working the Legs 12 Forming the Planes of the Legs 13 Refining the Legs 14 Working on the Head 15 Forming the Planes of the Head 16 Continuing the Head and Advice on Work flow 17 Shaping the Horns 18 Shaping the Mane and Question on Job Entry
Project 3 Sculpting Continued01 Introduction 02 Shaping the Mane 03 T-Pose vs. Modified Poses 04 Save File Types and Continuing the Mane 05 Positioning the Armor 06 Placing Landmarks on Armor 07 Retopologizing Shoulder Armor 08 Low Poly Edge Creasing 09 Bringing New Low Poly Mesh Back to Zbrush 10 Adding Form to Saddle pt.1 11 Adding Form to Saddle pt. 2 12 Refining Back Armor Adding Tail Accessory 13 Refining the Tail Accessory 14 Symmetry and Horns 15 Assignment Goals
Project 4 Final Sculpting & Polypaint01 Introduction 02 Exporting Zbrush Model Pieces into Maya 03 Importing UV Models and Tiling a Mask Pt.1 04 Importing UV Models and Tiling a Mask Pt. 2 05 Tiling Details on Specific Areas of Models 06 Creating Custom Alphas 07 Subdividing Meshes for Detailing 08 Starting Detail on Head Armor 09 Marking Armor Features 10 Painting in Guidelines 11 Masking to Sculpt Front Features 12 Cleaning Up Extruded Detail on Helmet 13 Detailing and Knowing the Intention of the Model 14 Character Stylization 15 Mesh Grouping for Export 16 Dynameshing Model Pieces and Future Work on Character 17 Questions and Closeout
Project 5 Retopology01 Introduction 02 Planning Out The Retopology Process Part 1 03 Planning Out The Retopology Process Part 2 04 Retopologizing The Leg 05 Covering Hotkeys and Tools in TopoGun 06 Accounting For Leg Deformation Part 1 07 Accounting For Leg Deformation Part 2 08 Retopologizing The Body and Hind Leg 09 Retopologizing The Saddle Part 1 10 Retopologizing The Sattel Part 2 11 Retopologizing The Face Part 1 12 Retopologizing The Face Part 2 13 Retopologizing The Mane 14 Retopologizing The Armor 15 Retopology Resources 16 Questions and Closeout
Project 6 UVs and Baking01 Introduction and Starting UV Unwrap 02 Unwrapping in UV 1 to1 Space 03 Finishing Decoration and Seperate Head 04 Manage UV Texture Space 05 Stacking UV 06 Seperating the Rest of the Body 07 Closeout 08 Further Shell Fixes in Maya 09 Useing Headus for Visualising Texture Space 10 Conneting UV Shells 11 UV Packing Pt. 1 12 UV Packing Pt. 2 13 Mirror Low Poly Model and Use of Baking Cage 14 Setting up the Bake Cage 15 Bakeing Maps to Intended Render 16 XNormal Map Bakeing 17 Previewing Bakes on Model 18 Closeout
Project 7 Texturing Continued01 Using an Ambient Occlusion Map 02 Creating and Using a Cavity Map 03 Creating Selection Sets 04 Establishing Base Colors 05 Breaking Up Flat Colors 06 Adjusting Selection Sets in 3D Coat 07 Establishing Value Gradients on the Body 08 Adding Subtle Shading to the Eyes and Nose 09 Refining Body Gradients 10 Introducing Color Variation 11 Motteling the Metal Texture 12 Using Overlay Layers in 3D Coat 13 Painting Theory Discussion 14 Gloss and Specular Map Explanation 15 Creating the Gloss Map
Project 8 Rendering & Presentation01 Marmoset Toolbag Shader Channels 02 Creating and Previewing Gloss Map in Marmoset 03 Metallic and Glow Channels 04 Previewing Metal and Glow Channels 05 Useing Textures to Break up Metallic Highlights 06 Refineing the Metallic Highlight Channels 07 Changing Viewing Enviorments and Continueing Channel Refinement 08 Additional Metallic Work 09 General Work Time on Characters 10 Useing Fur Textures to Break up Specular 11 Useing Cloth Textures to Break up Specular 12 Seperating the Cloth and Gems in Specular Map 13 Breaking up the Specular Pattern on Saddle 14 Fixing the Specular on Rope and Additional Enviorment Viewing 15 Final Specular Map Touchups and Closeing
BONUS[Uartsy] Creating An MMO Game Character.7z [Uartsy] Creating An MMO Game Character_Subtitles.7z


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