Release date:2022
Author:flippednormals
Skill level:Beginner
Language:English
Exercise files:Yes
Concept Sculpting for Film and Games In Concept Sculpting for Film and Games, you’ll learn how to go from a rough base mesh to a refined concept sculpt, which can be used in the film industry and for games. We cover the entire process, where some chapters are real-time and others are sped up. Everything is properly narrated to make sure you get as much as possible out of it.
PRESENTED BY SENIOR CHARACTER ARTISTS The course is taught by Henning Sanden & Morten Jaeger who has long resumes of films under their belts. They have worked on some of the most hero creatures and characters out in the last few years, including Alien Covenant, Guardians of the Galaxy 2 and Pacific Rim: Uprising.
The techniques shown have been properly production tested and refined over many years.
GETTING CLEAN SHAPES One of the key aspects of concept sculpting is really getting clean and solid shapes down early. We’ll spend a lot of time making sure our shapes are working well before moving onto finer details. Once you understand this process, everything you do will flow so much better.
PROJECT FILES INCLUDED
ZTools for the various chapters
Custom ZBrushInterface
Generic Human Base Meshchapter01_blockout chapter02_refinement chapter03_torso chapter04_head chapter05_arms chapter06_legs chapter07_zremeshing chapter08_refinement chapter09_headRefinement chapter10_Refinement chapter11_pose [FlippedNormals] Concept Sculpting for Film and Games.7z [FlippedNormals] Concept Sculpting for Film and Games_Subtitles.7z


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