Gumroad – Military Radio Tutorial – Complete Edition
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Hi! I’m Simon – Senior Artist II at Blizzard Entertainment, currently working on Overwatch.
Gumroad – Military Radio Tutorial – Complete Edition
Check it out: Gumroad – Military Radio Tutorial – Complete Edition
Complete Edition Content:
- 14 HD Video Files
- Final high-poly and low-poly military radio model files including textures
- All scripts, plugins, and hotkeys that I am using in Maya (download links)
- All plugins and materials that I am using in Zbrush (download links)
- Final Substance Project file
- Final Marmoset Toolbag file
- PSD File with Highpoly Render Setup
Duration:
28 hours of video in MP4 format with full audio commentary in English. Everything is recorded and commented on in real time.
Description:
Are you thinking about a career as a 3D artist in the video game industry? Do you want to become a faster and more efficient modeler and learn the latest techniques in 3d modeling, texturing and game art? This tutorial will help you understand and apply all aspects of creating high-quality PBR game assets!
Follow this course as we model, unwrap, bake, texture and render a military radio to current generation video game standards. Every step is documented without fast forwarding.
Intro to Maya and Zbrush:
In this chapter, I`m giving you a detailed overview of my workflow in over 3 hours of fully commented video. I will be providing you with all the scripts, hotkeys, and plugins that I use on a daily basis. I will walk you through where to get them and how to install all of them. I will give you detailed examples when and how to use them in your workflow, turning both Maya and Zbrush into powerful tools for hard surface modeling.
Maya and Zbrush – Modeling:
The modeling part covers the scene setup followed by the block out, high-poly and low-poly modeling of the military radio in which we make use of advanced actions, modifiers, and scripts. You will learn how to use Zbrush to quickly create a high-poly model as well as add some wear and tear and dents to your asset. After the modeling process, we will jump straight into creating UV coordinates for the asset and focus on the importance of an optimized UV-Layout to get the highest texel density possible.
Substance Painter – Texturing:
After modeling, we will bake our asset in Substance Painter. You will learn how to create perfect bakes and how to create all the maps needed for the final asset. Right after, you will learn how to make an ultra-realistic texture for the military radio.
You will learn how to create new materials from scratch and use procedural textures, masks, and generators to add wear and tear on our radio resulting in a photorealistic appearance. You will also get to know the latest tools that Substance Painter currently has to offer. In addition to creating your own materials, you will learn how to implement materials from substance share into your design and iterate on them further.
Marmoset Toolbag – Rendering:
In this chapter, you will learn how to create realistic renderings for your military radio in Marmoset Toolbag. I will be teaching you how to light your object and set up your camera and environment to create realistic lighting for your object. I will teach you how to create portfolio ready images using post-processing effects through the marmoset cameras as well as final adjustments in Adobe Photoshop.
What do I need to follow this tutorial?
It is recommended to follow the course with the same software I use throughout the tutorial.
- Maya 2018 ( or previous versions)
- Substance Painter 2018 (or previous versions)
- Pixologic Zbrush
- Marmoset Toolbag
Who is the target audience?
The tutorial is aimed at beginners as well as intermediate artists. This tutorial contains all the scripts, hotkeys, and shortcuts that I have picked up in my entire career in video games and will teach you everything you need to know to create AAA quality game art.
Instructor Biography:
Hi! I’m Simon – Senior Artist II at Blizzard Entertainment, currently working on Overwatch.
I started my career in video games at Crytek where I contributed to Crysis Wars, Crysis 2, Crysis 3 and Warface. After that, I joined Blizzard where I worked on Project Titan, Starcraft II: Legacy of the Void and Overwatch.
I`ve been working in the industry for over 14 years and enjoy creating tutorials where I share all my tips and techniques that I have picked up throughout the years. Let me help you to avoid making mistakes and let me give you the latest techniques, workflows, and knowledge for game ready AAA 3D art creation. I`m looking forward to seeing you in the tutorial!