Description
In this online course, the viewer will learn how to create realistic props and assets ready for production using Maya, Zbrush and Substance Painter. We will go through some basics of modeling for a production environment while working on the assets. Using as an example our character from the previous courses we will create all the props and assets, we will model with proper topology, sculpt on them and texture them to get them ready to be animated and to add them in a production pipeline.
This course has been designed for beginner and intermediate students with a passion for realism and 3D characters in general. This is the 5th of a series of tutorials where we will create a full 3D character ready for production. For this course, you will need to have a basic previous knowledge of Maya, Zbrush and Substance 3D Painter as in this course, we don’t teach the software itself but the fundamentals of the creation of characters and assets and the full workflow to make it ready for production.
Key takeaways:
- Understanding of the key elements of Hardsurface and organic modeling in Maya and Zbrush.
- Ability to block out assets and props for faster interaction.
- Ability to create an animatable topology ready for production.
- Ability to create good sets of UVs.
- Understanding of a texturing process using procedural and more artistic approaches in Substance 3D Painter, but with techniques that can be applied also in Mari or other texturing software.
- Understanding of the entire workflow of asset creating, not limited to the software used in the course.
After viewing this course, people can expect to be able to create any kind of props and 3D assets using the same workflow used for film, TV production, games and the metaverse. This is a key element in the process of getting a job as a Character Artist, modeler or texturing artist in the industry or just to make successful 3D character art pieces.
I am a designer, 3D Character and asset artist from Argentina working as a Character Artist in Dneg Vancouver. I love to work on realistic characters and I try to push my limits in each piece. Two of my main personal projects were the “Bedouin Elf ” and ‘’Alejandro – Gaucho Argentino’’. With the Bedouin Elf, I was lucky enough to get it selected on the Zbrush Summit 2020 Highlights and that gave me a lot of exposure. Thanks to this project I was invited to collaborate with Adobe Substance 3D Painter to create ‘’Alejandro’’ for the Substance 3D Magazine.
I am excited about sharing my workflow with you and helping you to get the first steps in this amazing world of character creation.
Tomas Sackmann
I am a Senior Character artist and designer currently working in DNEG as a Build TD in the Creatures Team. I have been working in 3D and design since 2011 for different industries as product design, experiential marketing, events, Interior architecture and 3D visualization. Currently focussing in 3D Character Art, modelling and asset creation for films and games In the link below you can see an interview I did for Adobe Substance 3D Magazine about my workflow
Sales Page: _https://www.cgcircuit.com/tutorial/realistic-character-props