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Character Creation For Game | Complete Pipeline
#1
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Character Creation For Game | Complete Pipeline
Last updated 1/2021
MP4 | Video: h264, 1280x720 | Audio: AAC, 44.1 KHz
Language: English | Size: 12.18 GB | Duration: 15h 21m

Learn the entire pipeline from sculpting to texturing with Zbrush, Topogun, Maya, Substance Painter & Marmoset toolbag.



What you'll learn
Making Shirt, Jacket & Pant in Marvelous Designer
Learning Different Type of Folds
Retopology
UV Unwrapping
Texturing Skin and Clothing
Creating Hair Cards
Rendering for presentation shots

Requirements
Basic knowledge of Zbrush
No Marvelous Designer knowledge required

Description
Do you want to make the entire character by yourself starting from sculpting to texturing and hair cards ?Welcome to Nexttut Education's Character Creation for Game | Complete Pipeline CourseINSTRUCTOR : My name is Masuk Ahemad, I am a 3d modelling and texturing artist. I have been working in production since 20. Currently I am working at Little red zombie studio in India.GOAL OF THE COURSE : At the end of this course, you will be able to use Marvelous Designer & Zbrush workflow to create high quality realistic clothing for AAA game male characters and you will be able to Retopo your Zbrush character sculpt and create the low poly version for game, texture skin and clothing and create game ready hair for your character and render images for presentation.YOU WILL LEARN :In this course, we will be covering:Sculpting the base bodyCreating cloth patterns in MDRefining the wrinkles and folds in ZbrushAdding memory foldsAdding Wear & TearPosing the CharacterRendering for presentationRetopology methodUV UnwrappingTexturing Skin and clothingCreating Hair cardsRendering for presentation shotsFirst we are going to model the base body in Zbrush then I will export the model into Marvelous Designer. There I will create pattern for shirt, inner jacket and pant. Don't worry if don't know anything about Marvelous Designer. I have covered the basics of MD before I create the clothes.Once I am happy with the overall look & feel of the folds and wrinkles then I will move to Zbrush. There I am gonna clean up the MD mesh and refine the fold and wrinkles. After that I will add some tertiary level details such as small wrinkles, memory folds, wear & tear.After completing the clothing, I will Work on the head, hand, hair & shoe to complete the character. And finally I will pose the character and render for final presentation image. and then take that to Topogun to do the low poly version then we are gonna move to Maya for UV unwrapping. once I am done with UV I will use Marmoset toolbag to bake all the maps I need for texturing. then I will use the very powerful Substance painter to texture tho clothe and the skin. Finally I am going to show you how to create hair using hair card Technic and render some final images which you can use for your portfolio.IDEAL STUDENTS : I have design this course keeping in mind the students who struggles to model realistic clothing for characters. This course is also for artist who wants to speed up their cloth modeling workflow by replacing the old school hand sculpting method to MD & Zbrush workflow. I have also designed this course for Intermediate modeling students and artist who wants to texture their Zbrush high poly characters and create hair for real time games but they don't have any step by step tutorial to follow. In this course I have used Zbrush, Maya, Topogun, Substance painter and Marmoset toolbag so make sure you have installed these software in order to follow the course properly.WHO IS NOT THE IDEAL STUDENT :This course is not for absolute zbrush beginners, as I haven't spent mush time on zbrush basics. so I expect you to have some sort of zbrush basic experience. 30 DAYS MONEY BACK : There is a 30 days money back guaranty so there isn't any risk to enroll to the course. So enroll now and take your Zbrush sculpt and make it game ready with beautiful textures and Hair. The tiny investment you make for this course will pay you for the rest of your life.

Overview

Section 1: Introduction

Lecture 1 My Tools and References

Lecture 2 My Zbrush UI

Lecture 3 Download Resources

Section 2: Blocking out the character in Zbrush

Lecture 4 Blocking out the body

Lecture 5 Preparing the model for MD

Section 3: Blocking out Clothing in Marvelous Designer

Lecture 6 A brief Introduction to Marvelous Designer

Lecture 7 Clothing in Marvelous 1

Lecture 8 Clothing in Marvelous 2

Lecture 9 Clothing in Marvelous 3

Lecture 10 Clothing in Marvelous 4

Lecture 11 Clothing in Marvelous 4 part2

Lecture 12 Exporting mesh out of Marvelous Designer

Section 4: MD to Zbrush

Lecture 13 Creating a clean mesh for Zbrush

Lecture 14 Preparing the model for sculpting

Section 5: Detailing the Clothing in Zbrush

Lecture 15 Essential Concepts for Sculpting Clothing

Lecture 16 Proportions and cleanup

Lecture 17 Secoundary folds and seams

Lecture 18 Tertiary folds and wear and tear

Lecture 19 Shoes and belt

Section 6: Detailing the Character in Zbrush

Lecture 20 Sculpting the head

Lecture 21 Sculting the hands

Section 7: Rendering the Character for Presentation

Lecture 22 Posing the Character

Lecture 23 BPR Rendering

Lecture 24 Compositing in Photoshop

Section 8: Preparing The model for Retopology

Lecture 25 Cleaning up the jacket

Lecture 26 Cleaning up the shirt and the sweater

Lecture 27 Cleaning up the pants

Lecture 28 Decimating the model

Lecture 29 Exporting the model

Section 9: Retopology in Topogun

Lecture 30 Introduction to Topogun

Lecture 31 Retopologizing the jacket back part -1

Lecture 32 Retopologizing the jacket back part -2

Lecture 33 Retopologizing the jacket front part -1

Lecture 34 Retopologizing the jacket front part -2

Lecture 35 Retopologizing the jacket sleeves part -1

Lecture 36 Retopologizing the jacket sleeves part -2

Lecture 37 Retopologizing the Sweater

Lecture 38 Retopologizing the Sweater

Lecture 39 Retopologizing the pants part -1

Lecture 40 Retopologizing the pants part -2

Lecture 41 Retopologizing the pants part -2

Lecture 42 Retopologizing the head - Eyes and Nose

Lecture 43 Retopologizing the head - Ears

Lecture 44 Retopologizing the head - Mouth and cheeks

Lecture 45 Finalizing the head

Lecture 46 Cleaning up the head in Maya

Lecture 47 Retopologizing the head - eyeballs

Lecture 48 Retopologizing the hands

Lecture 49 Retopologizing the Shoes and belt

Lecture 50 cleaning up the mesh

Section 10: UV-ing the Character

Lecture 51 UV-ing the upper clothing

Lecture 52 Packing the upper clothing

Lecture 53 UV-ing the lower clothing

Lecture 54 UV-ing the heads and hands

Section 11: Baking the model in Marmoset Toolbag

Lecture 55 Preparing the model for baking

Lecture 56 Baking the character

Lecture 57 Cleaning up the normal map

Section 12: Texturing the clothing

Lecture 58 Introduction to substance painter

Lecture 59 Adding base material to the clothing

Lecture 60 Adding colour variation to the clothing

Lecture 61 Detailing the shoe and the belt

Lecture 62 Adding dirt to the upper clothing

Lecture 63 Adding damages to the lower clothing

Lecture 64 Adding damages to the upper clothing

Section 13: Texturing the Skin

Lecture 65 Texturing the head - sub dermis layer

Lecture 66 Texturing the head - Skin layer

Lecture 67 Texturing the head - Irregularities layer

Lecture 68 Texturing the head - Eyes and Additional maps

Lecture 69 Texturing the hands

Lecture 70 Exporting the textures

Section 14: Setting up the Marmoset toolbag

Lecture 71 Setting up the marmoset file

Lecture 72 Lighting the Scene

Section 15: Hair

Lecture 73 Creating the Hair alpha

Lecture 74 Creating the Hair cards

Lecture 75 Final Render

Section 16: Conclusion

Lecture 76 Goodbye

Lecture 77 Bonus Lecture : What should be your next course

Intermediate modeling students and artist who wants to texture their Zbrush high poly characters and create hair cards for real time games but you don't have any step by step tutorial to follow along.,Students who struggles to model realistic clothing for characters.,Artist who wants to speed up their cloth modeling workflow by replacing the old school hand sculpting method to MD & Zbrush workflow.


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