Last updated 9/2016
MP4 | Video: h264, 1280×720 | Audio: AAC, 44.1 KHz
Language: English | Size: 1.24 GB | Duration: 3h 38m
Learn the techniques used to create intricate floral designs for 3d game assets
What you’ll learn
Understanding how to break down reference into simpler shapes to work with
Learn Advanced modeling techniques to create floral shapes in 3ds Max
Sculpt and Detail intricate floral decor shapes inside of ZBrush
Requirements
Autodesk’s 3ds Max
ZBrush
An image editing software such as Photoshop or Gimp
Description
In this course we will learn how to break down a piece of reference to a more manageable state we can work from. Once we understand what is required of us to complete the piece we will start creating the base of a ceiling rose followed by the outer trim sections of the ceiling rose.
When creating the trim sections I will show you how to create both simple and complex modular tiling shapes which will add an extra level of detail and intricacy to the ceiling rose with very little effort. In module 2 we will be looking at the more detailed shapes. Using our broken down reference I will show you how to create each piece used to create the ceiling rose. We will start with the simpler shapes just using 3ds Max box modeling and deformation techniques and then move onto more complex shapes later on. Once we have our shapes completed we will add final adjustments and polish to each piece in ZBrush to give it the hand crafted plaster look we are aiming for.
Finally, in module 3, we will take the parts we have made and kit bash them together to create the large shapes shown in the reference. After all shapes are complete we can start deforming them to fit the base ceiling rose we created in module one which will leave us with the completed model.
Finally, we’ll take the model into ZBrush to create a final singular mesh version using masking and deformation techniques and add damage to the model using a custom brush set.
(Students – please look under Section 1 / Lecture 1 downloads for the source files associated with the lesson.)
More about the Instructor
Ash Thundercliffe has been in the games industry for 3 years now. He started his career teaching at the University of Derby on the Computer games Modeling and Animation Course. After doing this for several months, he moved on to small indie projects as an environment artist for the mobile and PC platform utilising Unity and UDK.
After spending a year teaching and working on indie projects, Ash moved into AAA games working at Rockstar Games as a Technical Content Artist for almost 2 years. Ash has since moved back into freelance and continue to work as an environment artist.
Overview
Section 1: Breaking Down the Reference Image
Lecture 1 Download Course Files Here!
Lecture 2 Introduction to the Course
Lecture 3 How To Break Down The Reference Image
Lecture 4 Modeling The Base and The First Trim Section
Lecture 5 Refining the base and the first trim section
Lecture 6 Creating a Tiling Modular Piece
Lecture 7 Creating The Final Parts To The Trim Section
Lecture 8 Final Construction and Deformation of the Trim Section
Section 2: Adding Details and Understanding Modularity
Lecture 9 Introduction
Lecture 10 Marking the Modular Parts
Lecture 11 Improving the Modular Parts
Lecture 12 Creating the Complex Parts
Lecture 13 Adding the Final Details
Lecture 14 Completing and Refining the Final Parts
Section 3: Refining the Asset and Working in ZBrush
Lecture 15 Introduction
Lecture 16 Kit Bashing the Designs
Lecture 17 Refining the Designs
Lecture 18 Conforming the Shapes to the Base
Lecture 19 Adjusting the Shapes with the Base
Lecture 20 Creating a Single Mesh in ZBrush
Lecture 21 Adding Damage within ZBrush and Course Wrapup
Lecture 22 Bonus Lecture: Further Learning with 3dmotive
3d, Texture, and Environment artists in the game’s industry,This course is not intended for complete beginners. Some understanding of 3ds Max and ZBrush is expected.
Homepage
https://www.udemy.com/course/3dmotive-digital-sculpting-for-interior-decor-with-zbrush-and-3ds-max/
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