Release date:2020, December

Author:Michael Pavlovich

Skill level:Beginner

Language:English

Exercise files:Yes

In this series we go over how to create a mechanical skull, from reference images to high res to game res to baking and rendering!

We start by using 2D reference to help us make a gorilla skull in ZBrush, turn that into a mechanical version using a variety of techniques, from sculpting to SubD modeling, booleans, alphas, and more! From there we create a “game res” showing a variety of overlapping techniques using ZBrush, Maya, and HeadUs (although most techniques are transferable to your 3D package of choice). While doing this we discuss best practices for UV seams and vertex costs, balancing fidelity with optimization, and finally end up in Marmoset Toolbag to discuss baking mesh maps.

From there we head into Substance Painter, where we show off the built-in UV and baking capabilities there, discuss a number of Painter basics, material instances, SSS, Emissive, post effects, and finally creating our final image using the built-in IRAY renderer. Next, we’ll discuss setting up custom exports in Painter, create one to export our files out of Painter, then import everything into Marmoset for another rendering option. Finally, we’ll export out of Painter straight into SketchFab, and set up our sharable 3D file there!

This is a really fun series to get in there and have some fun creating in ZBrush, and brush up on some basics to get it optimized for a real time engine!

001_HighRes

001Organic

001_Gathering_Reference 002_Kuadro_Reference_Viewer 003_Setting_Up_Spotlight_Reference 004_Snapping_Camera_Angles_to_Reference 005_Refining_the_Blockout_Sculpt 006_See_Through_and_Fade_Opacity 007_Image_Plane_Modeling 008_Starting_With_a_Human_Skull 009_Continuing_to_Refine_the_Blockout 010_Separating_Subtools 011_Boolean_Dynamesh 012_Opening_a_Saved_Spotlight 013_Refining_the_Jaw 014_Saving_and_Loading 015_Further_Refining_the_Jaw 016_Borrowing_Teeth 017_Creating_a_Tooth_IMM_Brush 018_Refining_the_Teeth 019_Refining_the_Skull 020_Customizing_the_Interface 021_Skull_Secondary_Forms 022_Stroke_Refinement_Techniques 023_Projecting_to_a_Subtool 024_History_Project 025_ZRemeshing_the_Teeth 026_Detailing_the_Teeth 027_Polypainting 028_UVs_and_Textures 029_Materials_and_Rendering

002Mechanical

030_Dynamesh_Resolution 031_Hard_Surface_Brushes 032_Hard_Surface_Sculpt_Exploration 033_Slicing_Pieces_Off 034_Masking_Pieces_Off 035_ZModeler_Mechanical_Eye 036_Boolean_and_Masking_Detail_Techniques 037_Complex_Object_Separation 038_Lightweighting_Techniques 039_Other_Trim_and_Planar_Brushes 040_ZSphere_Part_Rebuild 041_Detail_Timelapse 042_Frame_Border_IMM_Panel_Cuts 043_ZModeler_Skull_Pieces 044_Creating_Recessed_Screwports 045_File_Cleanup_and_Organization

002_GameRes 046_Retopology_Prep 047_ZSphere_Retopology 048_ZSphere_Topology_Select_Mesh 049_Exporting_and_Importing 050_Maya_File_Setup 051_Maya_Hotkeys_and_Shelf 052_Quad_Draw_Topology 053_Mesh_Cleanup 054_Maya_UV_Toolkit 055_Headus_UVLayout 056_Optimization_and_Fidelity_UV_and_Vert_Cost 057_Optimization_and_Fidelity_Vert_Normal_Cost 058_Optimization_and_Fidelity_Texel_Density 059_UVing_Half_in_Headus_UVLayout 060_Quick_Packing_and_Mirroring 061_Maya_UV_Layout 062_Setting_Up_Texture_Sets_or_UDIMS 063_Naming_for_Clean_Bakes 064_Maya_UVs 065_Renaming_Multiple_Objects_in_Maya 066_Quad_Draw_Teeth_Topology 067_Assigning_Materials_for_Bakes 068_Mesh_Cleanup 069_Minor_UV_Fixes 070_Mirroring_Stacked_Geometry 071_Harden_by_Texture_Borders_and_Script 072_Breaking_Connections 073_Matching_Names_for_Baking 074_Applying_Subdivisions_for_High_Res 075_Polypaint_for_Vert_Color 076_Exporting_High_and_Low_for_Bakes 077_Triangulation 078_Marmoset_Setup_and_Baking 079_Marmoset_Cage_Offset 080_Cage_Files 081_Marmoset_Resolution_and_Skew_Painting 082_Marmoset_Lighting_and_Render_Settings 083_Maya_HUD_Polygon_and_UV_Statistics 084_UDIMS

003_BakesAndMaterials 085_Substance_Painter_Project_Setup 086_Substance_Painter_Auto_UVs 087_Substance_Painter_Hardware_Performance 088_Substance_Painter_Baking 089_Substance_Painter_Baking_All_Texture_Sets 090_Fixing_Faceted_Objects 091_Substance_Painter_Assigning_Materials 092_Substance_Painter_Layering_Materials 093_Substance_Painter_Custom_Smart_Material 094_Substance_Share_and_Substance_Source 095_Substance_Painter_Instantiate_Across_Texture_Sets 096_Substance_Painter_Material_Instances_Subsurface_Scattering_SSS_and_Opacity 097_Substance_Painter_Creating_Tiling_Knurling_Height 098_Substance_Painter_Emissive_Dilation_and_Glare 099_Substance_Painter_Thickness_SSS_and_Paint_Layers 100_Substance_Painter_Alpha_Control_and_Font_Text 101_Substance_Painter_Choosing_and_Importing_Environment_Maps 102_Substance_Painter_Mottled_Dirt_with_Gradient_Maps_and_Filters 103_Substance_Painter_IRAY

004_ExternalRendering 104_Substance_Painter_Custom_Export_Texture_Configs 105_Marmoset_Applying_Textures_to_Materials 106_Marmoset_Sky_Options 107_Marmoset_Main_Camera_Options 108_Marmoset_Render_Options 109_Marmoset_Lights 110_Marmoset_Shadow_Catcher_and_Backdrop 111_Marmoset_Substance_Designer_Import 112_Marmoset_Duplicating_Rendering_and_Saving 113_Substance_Painter_Sketchfab_Export

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