![]() – Here I will demonstrate for you to learn multiple approaches in which to apply live booleans. and shown how to apply it using match maker brush to establish detailing in a short amount of time. As a result you will be supplied a customized boolean (yours to keep and use as you see fit). ![]() – This course is meant to demonstrate how fast and complex details can be established in a short amount of time, particularly through live booleans. – In this course you will develop a strong foundation to Zbrush newest features for sculpting hard surfaces by sculpting through scratch an industry standard sci-fi fi helmet. Basic understanding of the Gizmo 3D tool manipulator and how its deformers can be combined with other Zbrush tools such as array meshes to flush out complex shapes quickly.End up with a industry standard sci-fi fi helmet of your own.Have your own customized boolean to use in any of your own projects, both personal and commercial.Understand multiple methods of approach in creating complex shapes using live booleans.At the end of this course you should have a strong foundation to Zbrush tools particularly in hard surface sculpting.I am also grateful to 80 LEVEL for interviewing me.Welcome to this hard surface modeling in ZBrush course! What will you learn: I would like to improve my 3D skills and deepen my knowledge of design more through my personal works in the future.įinally, I am very grateful to CGMA for providing a wonderful course. I enjoyed designing very much from this work. I was able to understand those points accurately and deepen my knowledge from the feedback of individual recorded videos each week. Her feedback was very helpful because there were many points that I wasn't aware of and familiar with. The instructor, who was Laura, gave me accurate feedback on anatomy and the balance of shapes and details. The course at CGMA taught me the entire modeling process including concept art analysis, sculpting hard surface armor and creatures with ZBrush, checking the range of motion, and retopology. Creatures, weapons, and hard-surface armor are made with all quads without any geometry errors. ![]() So I was also conscious of keeping models clean. The process from concept sculpting with ZBrush to creating the final details was a great learning experience for improving my design and modeling skills.Īnother challenge for me was creating this model as a production level. Moreover, I used Polypaint to paint the rough area where I wanted to apply oil stains and used it on SD as a mask.Īs I mentioned above, designing hard-surface armor was one of the biggest challenges. I applied each texture for each part using those masks. In addition, I used the vertex color on Maya to create masks for each material of metal, plastic, rubber, and so on. I think I can create a complex and convincing texture even with simple materials by layering using Generators with some maps from SD and ZBrush. Also, I used SD's noise, scratch, Mask Generator, and so on.Įach texture is very simple. I layered them using baked maps from geometry and output maps from ZBrush. I used textures of Substance Source and simple single color textures as base. Then, I textured a part of the hard surface and applied procedural texturing to other parts. First, I unfolded UV on Maya and placed them for each UDIM tiles. I can change the geometry and UV after texturing by procedural texturing using SD. Regarding texturing, I had to texture many parts, so I decided to use Substance Designer. I had some feedback about anatomy through a recorded video by Laura so that I was able to fix some unnatural parts of the base body in the early stage of sculpting. It was a very easy-to-understand and useful book for me.Īlso, I was greatly helped understand anatomy by the advice of Laura Gallagher who was the instructor when I took the course. The book "Anatomy for Sculptors" has greatly helped me understand anatomy. Regarding anatomy, I referred to the human body and the legs of birds. In the end, those are about 400 parts including the body, suit, armor, etc. I created a height map using BitMap2Material from photos of metal scratches. And I added damages of small scratches and dents.įor sculpting surface damage, I created alphas and used them to add detail. Mechanisms around the wings were modeled on Maya.Īfter finishing retopology and refining shapes, I brought those models back into ZBrush. Then, I brought the armors back to Maya for retopology and refining shapes of the hard surface armors.
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