Release date:2018
Duration:18 h 30 m
Author:Michael Pavlovich
Skill level:Intermediate
Language:English
Exercise files:Yes
Part 1 is 69 videos, 8 hours, and covers the entire creation, from concept blockout to high frequency details, of the high res and polypaint of the reptile creature in ZBrush. Part 2 is 87 videos, 8 hours, and covers the entire game res process, from retopology all the way to real time rendering solutions. ZBrush retopology, Maya 2016 modeling toolkit retopology, redirecting edgeflow for animation, Headus UV layout, Maya UV tools, ZBrush UV Master, baking maps in Substance Painter, XNormal, ZBrush, Maya, and Substance Designer, texturing in Substance Painter 2.0, rendering in IRAY, Marmoset, and Octane. If you get both parts, you’ll also get a bonus 2 hours that covers the creation of the column prop and posing of the reptile creature, the 3D printing process of the prop, and the making of the marketing image using ZBrush render layers and Photoshop.
Part 1 High Res Videos:
Blockout:19:55 Blockout Overview
05:37 Setup
16:00 Basic Brushes Part 1 & 2
21:08 Rough Blockout Part 1 & 2
04:26 Subtool Dynamesh
12:29 ZSphere Base Body
33:03 Body Blockout Part 1 – 5
05:05 Dynamesh Resolution
07:30 Head Unit Plane
02:47 Transpose Head Units
03:39 Polygroup Masking
03:24 Evaluating Silhouette
04:56 Materials And Lights
Refine Sculpt:1:14:10 Overview Part 1 – 5
20:03 Splitting And Refining Head Part 1 & 2
09:31 Eyeballs And Rough Teeth
08:53 Mouth Flap And Tongue
04:55 Form Exploration And Sinew
05:24 Horns
08:59 Teeth
04:05 Secondary Details
10:47 Custom Insert Scales Brush
02:52 Thickness Close Holes
02:16 Thickness Extraction
02:38 Thickness ZRemesh And Project
03:08 Thickness Morph Diff
06:27 Nanomesh Scales Topology
06:36 Nanomesh Scales Polygroups
06:22 Nanomesh Scales Application
07:06 Applying Back Scales
05:47 Thick Skin Details
07:05 ZRemesh And Project
09:53 Skin Direction
01:12 ZRemesh Teeth
06:06 Alpha Skin Detailing
05:27 Custom Skin Alphas
02:02 Layers And Morph Targets
06:49 Surface Noise
08:07 Curve Brush Gills
08:59 Claws
05:18 Finger Grips
Polypainting:16:45 Polypaint Overview
05:41 Polypaint Basics
03:45 Skin Mottling
11:48 Skin Layering Part 1 & 2
03:33 Cavity Masking
03:38 Cavity Painting
01:30 Brush Color Modes
07:20 Building Up Scales
03:47 Adding Detail
01:49 Testing Ideas
03:52 Material Painting
02:06 Post Effects Filters
03:01 Basic Lighting
05:15 Spotlight TexturingPart 2 Game Res Videos:
Retopology:19:05 Retopology Overview
07:21 Topology Review
03:47 Mouthbag Creation
03:54 ZRemesh for Animation
06:21 Polypaint Guides
03:09 ZSphere Topology
06:03 Poypainting Body Topology
07:10 Reptile Topology Flow
12:55 ZSphere Retopology
06:02 ZRemesh
11:02 Zremesh Cleanup
04:19 Crash Recovery And Fixes
07:00 Exporting Bake And Resurface Meshes
04:38 Assigning And Exporting Mat IDs
05:08 Maya Scene Organization
04:06 Live Mesh Setup
04:23 Modeling Live Append To Polygon
05:23 Modeling Live Transfer And Tweak
04:39 Modeling Live Edge Operations
07:24 Modeling Live Cleanup And Mirror
02:38 Modeling Live Symmetry And Soft Select
05:36 Quad Draw Part 1
04:20 Quad Draw Part 2
03:46 Topology And Constraints
09:46 Redirecting Flow
07:55 Duplicating And Snapping Fingers
03:09 Primitive Snapping
UVs:09:28 Reptile UVs And Bake Overview
23:47 Headus Part 1-3
05:10 Maya UV Setup
06:15 Maya Basics
05:07 Checker Utilities
07:23 Maya UV Window
04:45 Texel Density
05:43 Packing And Texture Sizes
04:48 Finish Maya Packing
03:45 Maya Auto UV
08:23 Maya Cut Pin Unfold
08:50 Surface Normals
07:12 ZBrush UV Master
01:04 Exporting Low
Baking:07:57 Multi Baking In Painter
05:05 XNormal Setup And Maps
06:06 Ray Distance And Cage
00:13 XNormal Save Settings
04:06 Corrective Bakes
07:11 Photoshop Map Compositing
03:44 Viewing Maps In Maya
02:51 Exporting Game Model
03:17 Baking Auxillary Maps
03:03 UV Snapshot
05:59 Baking Maps In ZBrush
02:13 Baking Maps In Maya
02:35 Knald
Texturing:14:06 Texturing Overview
10:13 Texturing Overview Variants
02:26 PBR Resources
06:09 Painter 2 Overview And Setup
08:36 Texture Map Explanations
04:31 Plugging In Maps
03:44 PBR Basics
03:48 Materials Tab
06:42 Custom Material Base Color
05:31 Custom Material Height And Roughness
04:29 Custom Smart Material
04:34 Smart Material Dissection
08:46 Belly And Back Skin
03:05 Back Skin Procedural Mask
05:33 Brush Basics
03:12 Mask Filters
01:40 Polypaint As Base Color
14:08 Texturing Areas Part 1 & 2
03:52 Projection
03:25 Quick Mask
05:56 Custom Alpha And Stitches
04:10 Custom Brick And Tri-Planar Projection
05:54 SSS And Transmission
03:21 Emissive And AO Channels
04:49 Painter Walkthrough And Render
06:08 Texture Variants
02:09 Particle Texturing
04:14 Export Texture Configs
05:13 Iteration Creation
Rendering:05:09 IRAY Render
05:31 Marmoset Setup And Lighting
03:10 Painter Octane Export
04:07 Octane Materials
03:33 Assigning Textures
04:49 Render Target
07:13 Lighting Environments
04:04 Octane Camera And Export
Bonus Section for Part 1 & 2 Bundle Purchase:
11:14 Pose And Column Sculpt Overview
03:02 Transpose Master Setup
02:10 Adding Reference Meshes
11:40 Mask And Transpose
03:02 Transferring And Cleanup
02:04 Transpose Envelope Discussion
05:05 Fine Tuning The Envelope
06:00 Transpose Envelope
03:27 ZModeler Column
07:36 Column Blockout
05:57 Column Refine
07:28 Plastered Brick
08:36 Rune Stone Alphas
04:12 Rune Stones Array
08:50 Column Destruction
03:16 3D Print Export And Cleanup
06:38 3D Print Supports And Print
02:31 3D Prints
08:47 ZBrush Render Passes
08:10 Photoshop Compositing001_Blockout 000_Kuadro 001_block_Blockout_Overview 002_block_Setup 003_block_Basic_Brushes 004_block_Basic_Brushes_Continued 005_block_Rough_Blockout 006_block_Rough_Blockout_Continued 007_block_Subtool Dynamesh 008_block_ZSphere_Base_Body 009_block_Body_Blockout_Part1 010_block_Dynamesh_Resolution 011_block_Body_Blockout_Part2 012_block_Head_Unit_Plane 013_block_Transpose_Head_Units 014_block_Body_Blockout_Part3 015_block_Polygroup_Masking 016_block_Body_Blockout_Part4 017_block_Body_Blockout_Part5 018_block_More_Brushes 019_block_Evaluating_Silhouette 020_block_Materials_And_Lights
002_Refine_Sculpt 021_refine_Overview_001 022_refine_Overview_002 023_refine_Overview_003 024_refine_Overview_004 025_refine_Overview_005 026_refine_Splitting_And_Refining_Head 027_refine_Refining_Head_Continued 028_refine_Eyeballs_And_Rough_Teeth 029_refine_Mouth_Flap_And_Tongue 030_refine_Form_Exploration_And_Sinew 031_refine_Horns 032_refine_Teeth 033_refine_Secondary_Details 034_refine_Custom_Insert_Scales_Brush 035_refine_Thickness_Close_Holes 036_refine_Thickness_Extraction 037_refine_Thickness_ZRemesh_And_Project 038_refine_Thickness_Morph_Diff 039_refine_Nanomesh_Scales_Topology 040_refine_Nanomesh_Scales_Polygroups 041_refine_Nanomesh_Scales_Application 042_refine_Applying_Back_Scales 043_refine_Thick_Skin_Details 044_refine_ZRemesh_And_Project 045_refine_Skin_Direction 046_refine_ZRemesh_Teeth 047_refine_Alpha_Skin_Detailing 048_refine_Custom_Skin_Alphas 049_refine_Layers_And_Morph_Targets 050_refine_Surface_Noise 051_refine_Curve_Brush_Gills 052_refine_Claws 053_refine_Finger_Grips
003_Polypaint 054_plypnt_Polypaint_Overview 055_plypnt_Polypaint_Basics 056_plypnt_Skin_Mottling 057_plypnt_Skin_Layering_Part_1 058_plypnt_Skin_Layering_Part_2 059_plypnt_Cavity_Masking 060_plypnt_Cavity_Painting 061_plypnt_Brush_Color_Modes 062_plypnt_Building_Up_Scales 063_plypnt_Adding_Detail 064_plypnt_Testing_Ideas 065_plypnt_Material_Painting 066_plypnt_Post_Effects_Filters 067_plypnt_Basic_Lighting 068_plypnt_Spotlight_Texturing
005_Retopology 089a_retop_Topology_Review – pt2 089b_retop_Mouthbag_Creation – pt3 089c_retop_ZRemesh – pt4 089d_retop_Polypaint_Guides – pt5 089e_retop_ZSphereTopology – pt6 089f_retop_Polypainting_Body_Topology – pt7 089g_retop_Reptile_Topology_Flow 089_retop_Retopology_Overview – pt1 090_retop_ZSphere_Retopology 091_retop_ZRemesh 092_retop_Zremesh_Cleanup 093_retop_Crash_Recovery_And_Fixes 094_retop_Exporting_Bake_And_Resurface_Meshes 095_retop_Assigning_And_Exporting_Mat_IDs 096_retop_Maya_Scene_Organization 097_retop_Live_Mesh_Setup 098_retop_Modeling_Live_Append_To_Polygon 099_retop_Modeling_Live_Transfer_And_Tweak 100_retop_Modeling_Live_Edge_Operations 101_retop_Modeling_Live_Cleanup_And_Mirror 102_retop_Modeling_Live_Symmetry_And_Soft_Select 103_retop_Quad_Draw_Part_1 104_retop_Quad_Draw_Part_2 105_retop_Topology_And_Constraints 106_retop_Redirecting_Flow 107_retop_Duplicating_And_Snapping_Fingers 108_retop_Primitive_Snapping
006_UVs 109_uvs_Reptile_UVs_And_Bake_Overview 110_uvs_Headus_Part_01 111_uvs_Headus_Part_02 112_uvs_Headus_Part_03 113_uvs_Maya_UV_Setup 114_uvs_Maya Basics 115_uvs_Checker_Utilities 116_uvs_Maya_UV_Window 117_uvs_Texel_Density 118_uvs_Packing_And_Texture_Sizes 119_uvs_Finish_Maya_Packing 120_uvs_Maya_Auto_UV 121_uvs_Maya_Cut_Pin_Unfold 122_uvs_Surface_Normals 123_uvs_ZBrush_UV_Master 124_uvs_Exporting_Low
007_Baking 125_bake_Multi_Baking_In_Painter 126_bake_XNormal_Setup_And_Maps 127_bake_Ray_Distance_And_Cage 128_bake_XNormal_Save_Settings 129_bake_Corrective_Bakes 130_bake_Photoshop_Map_Compositing 131_bake_Viewing_Maps_In_Maya 132_bake_Exporting_Game_Model 133_bake_Baking_Auxillary_Maps 134_bake_UV_Snapshot 135_bake_Baking_Maps_In_ZBrush 136_bake_Baking_Maps_In_Maya 137_bake_Knald
008_Texturing 138_texture_Texturing_Overview 139_texture_Texturing_Overview_Variants 140_texture_PBR_Resources 141_texture_Painter_2_Overview_And_Setup 142_texture_Texture_Map_Explanations 143_texture_Plugging_In_Maps 144_texture_PBR_Basics 145_texture_Materials_Tab 146_texture_Custom_Material_Base_Color 147_texture_Custom_Material_Height_And_Roughness 148_texture_Custom_Smart_Material 149_texture_Smart_Material_Dissection 150_texture_Belly_And_Back_Skin 151_texture_Back_Skin_Procedural_Mask 152_texture_Brush_Basics 153_texture_Mask_Filters 154_texture_Polypaint_As_Base_Color 155_texture_Texturing_Areas_Part_1 156_texture_Texturing_Areas_Part_2 157_texture_Projection 158_texture_Quick_Mask 159_texture_Custom_Alpha_And_Stitches 160_texture_Custom_Brick_And_Tri-Planar_Projection 161_texture_SSS_And_Transmission 162_texture_Emissive_And_AO_Channels 163_texture_Painter_Walkthrough_And_Render 164_texture_Texture_Variants 165_texture_Particle_Texturing 166_texture_Export_Texture_Configs 167_texture_Iteration_Creation
009_Rendering 168_render_IRAY_Render 169_render_Marmoset_Setup_And_Lighting 170_render_Painter_Octane_Export 171_render_Octane_Materials 172_render_Assigning_Textures 173_render_Render_Target 174_render_Lighting_Environments 175_render_Octane_Camera_And_Export
Special – Bonus 069_bonus_Pose_And_Column_Sculpt_Overview 070_bonus_Transpose_Master_Setup 071_bonus_Adding_Reference_Meshes 072_bonus_Mask_And_Transpose 073_bonus_Transferring_And_Cleanup 074_bonus_Transpose_Envelope_Discussion 075_bonus_Fine_Tuning_The_Envelope 076_bonus_Transpose_Envelope 077_bonus_ZModeler_Column 078_bonus_Column_Blockout 079_bonus_Column_Refine 080_bonus_Plastered_Brick 081_bonus_Rune_Stone_Alphas 082_bonus_Rune_Stones_Array 083_bonus_Column_Destruction 084_bonus_3D_Print_Export_And_Cleanup 085_bonus_3D_Print_Supports_And_Print 086_bonus_3D_Prints 087_bonus_ZBrush_Render_Passes 088_bonus_Photoshop_Compositing


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