The segment of the course that deals with organic modeling is designed as an advanced continuation of the course 3D/VFX Essentials. The main goal is to create from start to finish a humanoid character with a few elementary assets (clothes, tools, etc.), following the concept and fulfilling all aesthetic and technical criteria, enabling problem-free use of the final model in further phases of production (rigging, animation, lighting etc.).
After the final modeling stage it is time to give some life and color to our creations. In this part of the course, dedicated to texturing, we will teach you the proper thought process when creating and using texture. We will talk about the correct perception of objects in nature and how to use these observations for your models. Upon completion of the course students will have gained a complete understanding of texturing procedures and will be able to start texturing their own models, as well as finding their own place in the organization of a studio.
course duration: 8 weeks
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requirements: Digital Image Editing*
3D/VFX Essentials*
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*or equivalent computer skills
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SCULPTING:
Introduction and overview
Overview of basic sculpting tools
• Zbrush: short history, development and contribution to the industry
• Comparison: Zbrush vs Mudbox as modelling softwares (pros and cons)
• Maya as a support software in the modelling process
• Difference between a hard surface and organic model
• 3D anatomy: the importance of understanding skeleton and musculature
• Introducing model sheets as references, role of concept art in modelling workflow
• Zbrush: interface and basic pallet overview, setting up shortcuts
• Setting up a 2D reference in 3D space; subtool and geometry overview
• Zsphere: building an armature, 3D anatomy: skeleton
Project Eva: phase II - modeling an asset (retopo, preparation for scupting)
• Modelling the form; introducing clay, clay buildup, standard, dam standard brushes
• Difference between Zadd and Zsub mode
• Divide tool: Mesh subdivision, corellation to detail levels and polycount
• Retopology: analysis through Maya; introduction to Zremesher tool
• Introduction to Dynamesh
Project Eva: phase III - modeling an asset (sculpting, making of additional assets)
• 3D anatomy: musculature and visage
• Creating additional geometry in Zbrush, manipulating objects with Transpose tool, sculpting hair
• Topology tool/Sketch: hair sculpting option
• Creating inorganic assets (clothing) in Maya
• Mesh extraction procedure
• Shadowbox: creating details with 3D primitives
• Spotlight: mapping relief into your mesh over 2D texture
Recap and quiz
• Theory rewind, recap of the most important terms and concepts
TEXTURING:
General texturing process in 3D space, overview of relevant tools
• Comparison: Zbrush vs Mari vs Mudbox as texturing software (pros and cons)
• Difference between texure maps (UV mapping) and real time painting
• Methodology of painting: Paint Buffer (Projection) and real time painting
• Three basic types of texture maps: Diffuse (Color), Bump (Normal) and Specular (Reflecting)
• Other types of texture maps
• Texture resolution: 8, 16, 32 bit maps, analysis
Texturing process in Zbrush (real time painting), project Eva: phase IV
• Basic color theory
• Recap of familiar and introduction to new pallets: color, material, texture, alpha, stroke
• Shader mixer: editing default materials
• Alpha: making your own intesity maps
• Difference between RGB and MRGB mode
• Surface pallet
UV mapping I, combining with real time painting
• Unfolding your mesh - creating a UV map in Maya's UV texture editor
• Using Polypaint tool for UV mapping in Zbrush
• Breaking an object into multiple material sections
Introduction to projection painting in Zbrush
• Analysis and usage of photography in the process of texturing
• Spotlight tool: painting the skin
Recap and quiz
• Theory rewind, recapturing most important terms and concepts, making a Zbrush turntable
Preparing textured mesh for export into Maya
• SubTool master, introducing additional options
• Decimation master: polygon reduction, importance of polycount in rendering process
• GoZ: Exporting reference mesh
Creating new topology in Maya QuadDraw
• QuadDraw: interface and basic tools overview, comparing to Zremesher
• Understanding retopology process
• Discussion and analysis of a good and bad mesh, finding anadequate reference
UV mapping II, map baking - creating normal (bump) and color maps
• Recap: Unfolding your mesh - creating UV maps in Maya's UV texture editor
• Map baking, term analysis and demonstration in Maya
Assembling geometry and material tweaking in Maya
• Hypershade: assigning materials to new topology in Maya
• Blinn: editing default materials in Maya
• Renderer: Using high quality rendering for model assembly process in Maya
• Tweaking your normal and color maps in Photoshop
FINAL PROJECT
Literature* :
* literature upon which the course is based is available to students in the Crater VFX Training Center library
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Certificate:
Upon completion of the course students will recieve the internationally recognized Autodesk Certificate of Completion, as well as the Crater VFX Training Center Certificate.
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