In this course you learn about the whole workflow starting from a concept to a finished sequence using industry standard packages. The techniques used in this course are suitable for small to medium studios. The software used are :Zbrush to create the model , Maya for Rigging and Animation while I used 3DS Max for VFX and rendering.
Each chapter can be watched separately. so you can jump between chapters at your ease.
Chapter 01 : Modeling the Main Character in Zbrush
We start modeling our main character using Zbrush. I have a preference for finishing my character up to 70% before starting to retopologize it.
We use Maya to Retopologize the character and I will teach you how to come up with a clean topology ready for rigging and animation.
Then we jump back to Zbrush to bake our details back onto our model. For this particular character we must add a visible thickness and also keep the model at lower subdivsion. I will show you how to do that as well.
Texturing is really fun! To keep this project as simple as possible we use Zbrush Polypainting to add amazing colors to our character and help breath life into it.
We finish this chapter by exporting the needed maps from Zbrush. I will show you how to import those maps to 3DS Max and how to set properly the displacement map using V-ray 5.
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