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3drus » Уроки » 3d графика » Sculpting Hard Surfaces, Armor and Repetitive Patterns

» Sculpting Hard Surfaces, Armor and Repetitive Patterns
Уроки » 3d графика


Sculpting Hard Surfaces, Armor and Repetitive Patterns
English | Year: 2010 | 04:20:00 | AVC | 800x600 | 15 fps | 90 kb/s | 44.1 KHz | 971 MB




Manufacturer: ZbrushWorkshops
Author: Ryan Kingslein
Duration: 4 hrs. 20 min.
Distributed by type of material: Video Tutorial

Quick Overview

252 minutes of comprehensive lectures, demonstrations and sculpting projects. This workshop provides a complete look at ZBrush's hard surface sculpting toolkit. We take advantage of powerful tools like Mesh Extraction, GroupsLoops and ZSketch as well the new planar brushes.

INTRODUCTION

This workshops focuses on three distinct requirements of sculpting characters: hard surface mech sculpting, sharp edged medieval armor sculpting and creating repeating patterns like chain mail. Each of these tasks is performed every day at game companies to create the characters we see in games today.

We begin this workshop with an in-depth look at ZBrush's new hard surface sculpting toolset and the concepts behind it. We then move onto our first armor project where we learn how to use the Move brush to create sharp edges and create tileable, repeating patterns like chain mail. Finally, we move onto our second iteration of the armor project and look at creating individual parts and adding more detail.

WE ARE USING FOLLOWING TOOLS

* Advanced brush features such as Depth
* Mesh Extraction
* ZSketch
* Mask by Texture
* Transpose
* Converting 3D models to 2D alphas

* Repetitive Patterns
* QuickSketch
* GroupsLoops
* Surface Noise
* Baking a Material into a Texture map

CHAPTERS

Chapter 1: Introduction to the Hard Surface Sculpting Toolset

We will look over the hard surface sculpting toolset in ZBrush and the features that make it work: Picker palette, Samples, Depth, BackTrack and more.

Chapter 2: Hard Surface Workflow Part 1

Put these tools to work in an organized workflow starting with Trim Dynamic, then moving onto Trim adaptive, then Trim Front.

Chapter 3: Hard Surface Workflow Part 2

Look at the Polish brush and how we can use it to finish our sculpt.

Chapter 4: Armor Project: Brush Overview

An overview of the entire workshop and then delves right into the core of ZBrush's brush system. Understanding the brush system is essential to putting you in the driver's seat and getting the most out of ZBrush.

Chapter 5: Armor Project: Extracting Parts

Use Mesh Extraction to create a base mesh for our sculpting. We look at how to get the most out of Mesh Extraction and its topology.

Chapter 6: Armor Project: Creating Tiled Repeating Patterns

First look at how to create repetative patterns. We explore the main problems faced when sculpting patterns and how to overcome them using UVs.

Chapter 7: Armor Project: Repeating Patterns: Chain Mail

Look at how to create tileable chain mail using ZBrush and Photoshop. To do this we create a 3D piece of chain mail that we convert into a 2D alpha.

Chapter 8: Armor Project: Creating 3D from a 2D Drawing

Learn to use QuickSketch and GroupsLoops to convert a 2D drawing to 3D geometry. We also explore the tools you will need to take advantage of GroupsLoops automatic topology.

Chapter 9: Armor Project: ZSketch for Ornamental Work

Use ZSketch to create an ornamental arm guard and look at the brushes that will help us quickly establish its planar quality. We also use Transpose to position it and adjust its shape to fit our model.

Chapter 10: Armor Project: Creating Sharp Edges

Create the chest plating and make great use of a little used but very powerful feature of ZBrush's brush system.

Chapter 11: Armor Project: Damaging the Surface

Learn to add ornamentation to our chest plates, dings, dents and a "worn" look using Surface Noise.

Chapter 12: Armor Project: Baking a Material into a Map

Learn how to bake a material into a texture map to use in another program, such as Maya.

Chapter 13: Armor Project 2: Overview of Workflow

Overview of the tools used to create the armor for our second project.

Chapter 14: Armor Project 2: Detailing Parts

Create the thigh guard using ZBrush primitives, Move brush, Cavity Masking and finally the often forgotten about feature, Difference Mesh.

Chapter 15: ZSphere Details

Brief look at using ZSpheres to add detail work to our character.

Chapter 16: More 3D from 2D

Create more 3D geometry from 2D shapes to add some latches to our character's armor.

WORKSHOP DETAILS

Format: Direct Online Streaming (No Download)
Duration: 1 Year Access
Length: 252 min
Resources: Downloadable Supporting files, Assets & Notes

JOIN WORKSHOP COMMUNITY

- Talk to artists like you and the instructor

- Share your work, get feedback and learn from others

WHO IS THIS WORKSHOP FOR

- Games Artists want to create characters wee see in games

- Who wants to give their models realistic looks

- Professional artists or students wanting to up their skills in this market

TECHNICAL REQUIREMENTS

Recommended minimum bandwidth 1 - 2mb. Check your Internet speed here >>

Lesson Outline (16 lessons)


1 - Introduction to the Hard Surface Sculpting Toolset



2 - Hard Surface Workflow Part 1



3 - Hard Surface Workflow Part 2



4 - Armor Project - Brush Overview



5 - Armor Project - Extracting Parts



6 - Armor Project - Creating Tiled Repeating Patterns



7 - Armor Project - Repeating Patterns Chain Mail



8 - Armor Project - Creating 3D from a 2D Drawing



9 - Armor Project - ZSketch for Ornamental Work



10 - Armor Project - Creating Sharp Edges



11 - Armor Project - Damaging the Surface



12 - Armor Project - Baking a Material into a Map



13 - Armor Project 2 - Overview of Workflow



14 - Armor Project 2 - Detailing Parts



15 - ZSphere Details



16 - More 3D from 2D


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автор: Юрка599 | 18 марта 2011 | | Просмотров: 1700 | Напечатать | Обсудить на форуме

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