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Weapon Modelling And Texturing In Blender, Zbrush & Painter - Printable Version

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Weapon Modelling And Texturing In Blender, Zbrush & Painter - AD-TEAM - 12-15-2024

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Weapon Modelling And Texturing In Blender, Zbrush & Painter
Published 12/2024
MP4 | Video: h264, 1920x1080 | Audio: AAC, 44.1 KHz
Language: English | Size: 14.80 GB | Duration: 10h 24m

Create awesome looking 3d weapon models for games and films.

What you'll learn

Create Props From Early Blockout to Final High Poly Sculpt.

Use Different Techniques for Sculpting Different Surfaces.

Use Different Approaches to Unwrap Low Poly.

Texture from Big Overall Colors to Tiny Details

Requirements

I expect you to have some sort of knowledge about game art pipelines.

Description

Do you want to learn new workflows for creating props for games?Then I welcome you to Weapon Modelling and Texturing in Blender, Zbrush & Painter.About Me:My name is Arash and I enjoy Game Art and teaching it. I have a love for Environments too. I have had many courses on teaching these subjects with many happy students.By the End Of This Course, You Will Be Able To:Mix and Match References to Create New Concepts.Create Props From Early Blockout to Final High Poly Sculpt.Use Different Techniques for Sculpting Different Surfaces.Use Different Approaches to Unwrap Low Poly.Texture Different Surfaces.What You Will Learn:Create Blockout from early Ideas to Finishing Stages.Sculpting Different Surfaces in Zbrush.Different UV TechniquesSculpting from Big Shapes to Medium and Small DetailsTexture from Big Overall Colors to Tiny DetailsCourse Project Overview:We will start with look at our references and because we do not have one unified reference, we will mix and match different ideas to create one solid idea. Then we will start in Blender and create a rough blockout using that idea. The next step is to detail that blockout in Zbrush using a Big-Medium-Small Mentality; we will start with overall Big Details and work our way to Medium read and small fine details, noting that many finer details could be added procedurally in texturing phase. Then we will use different Techniques to Unwrap The low poly and Bake And texture in Substance 3D Painter; Just like anything else, the texturing phase is divided into Big-Medium-Small phases to ensure quality and cohesion.Who is This Course For?I have designed this course for intermediate 3d modelling students, who want to explore new techniques for creating props for games.The course is also for artists who want to speed up their workflow in Blender, Zbrush and Substance 3D Painter and improve their skills.Who is Not The Ideal Student For This Course?This course is not designed for absolute beginners.What Are The Requirements Or Prerequisites For Taking This Course?I expect you to have some sort of knowledge about game art pipelines.Join Me Now:So if you want to create props for games, then join me now, and take your skills to the next level. Don't forget that investing in yourself will pay for the rest of your life. Hope to see you in the course.

Overview

Section 1: Introduction

Lecture 1 Introduction

Lecture 2 Download Project Files

Lecture 3 References And Blockout

Lecture 4 Mid-Level Blockout Details

Lecture 5 Finishing The Blockout

Section 2: High Poly And Low Poly

Lecture 6 Sculpting Rough Wood

Lecture 7 Metal Sculpting First Pass

Lecture 8 Metal Surface Details

Lecture 9 Ornament Design On Metal

Lecture 10 Wood Sculpting Final Pass

Lecture 11 Fabric Wrap Base Sculpt

Lecture 12 Leather And Fabric Sculpt

Lecture 13 Low-Poly Creation

Section 3: Unwrapping, Baking and Texturing

Lecture 14 Unwrapping The Low-Poly

Lecture 15 Baking The High Poly

Lecture 16 Wooden Handle Texturing

Lecture 17 Medium Details For Wood

Lecture 18 Fabric Texture Definition

Lecture 19 Base Leather Texturing

Lecture 20 Metal Surface Definition

Lecture 21 Wood Texture Variation

Lecture 22 Final Adjustments

Section 4: Conclusion

Lecture 23 Thank you

I have designed this course for intermediate 3d modelling students, who want to explore new techniques for creating props for games.

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