Organic Modeling and
Texturing II

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The launch pad for a successful career in AAA gaming.

Advanced Organic Modeling takes character and creature creation to the next level. A natural extension to our Introduction to Organic Modeling, Advanced Organic Modeling continues to reveal the many powerful character-building options of Zbrush and allows students to develop their unique modeling style. Designed to prepare students for junior 3D modeling positions in the gaming industry, this course equips them with the skills necessary to make characters production-ready, including texturing, retopologizing, and UV mapping.

Introduction to the concept of topology
• Introduction to HP (High Poly) and LP (Low Poly) topology.
• Basic terms: Vertex, Polygon, Edge, Triangle, Quad, Mesh.
• Retopology and its process.
• The process of retopology (gaming), the terms Loop and Patch.

UV map cutting process
• Cutting LP models to obtain a UV map.
• Stacking a UV map in a UV space.
• UV folder size adjustment.
• Space optimization for UV parts.
• Optimization based on model characteristics and the importance of optimization.
• Retopology exercises.

Baking of maps
• Importance and familiarity with the process of baking maps.
• Processes by which basic UV maps are baked, Normal map, Ambient Occlusion map, Curvature map (difficult way, without Substance Painter).
• Exercise: Baking of basic maps to get acquainted with the Cage process and potential problems.
• Exercise: Baking basic maps.

Substance Painter
• Introduction to the interface and its demystification.
• Importance and use value of the software.
• Basic texturing.
• Introduction to functions for elementary workable texturing.
• Introduction to PBR (Physically-Based Rendering) textures, various types, effects they produce, how to get Normal maps, Displacement maps, Specular maps, Curvature maps, World Space maps, AO (Ambient Occlusion) maps.
• Exercise of students on their own models (homework).
• Posing the LP character of the student, arranging previously baked textures.
• Finishing work, texture stacking and review in the Marmoset Toolbag to get Beauty Shots.
• Finishing works, posed with Full textures in Marmoset Viewer, Turntable, animations with Mixam, Idle, Run, etc.

Upon completion of the course students will receive the Crater VFX Training Center Certificate.

Milos Vukovic

Milos is a master of applied sculpture at the Faculty of Applied Arts, University of Belgrade, who transferred his profession and skill from the real to the digital world. As an academic sculptor, he performed at art exhibitions in Paris and Belgrade, as well as throughout Serbia, and as a 3D artist he worked on making 3D figures and miniatures on 3D printers in Voxellabu, developing the computer game “Scorn” as a 3D modeler. After that, he found his place in Belgrade’s Ubisoft as a weapons and the environment artist, among other things in the game “Ghost Recon Breakpoint”. He combined his love for games and sculpture in ZBrush, which enables him to sculpt digitally in the true sense.

COURSE INFORMATION

TUITION
680 EUR for classes in Serbian
1020 EUR for classes in English cat. 1*
1360 EUR for classes in English cat. 2*
VAT included. Class is 45 minutes
* Country category list

COURSE DURATION
80 classes 

REQUIREMENTS
basic computer skills
Photoshop*
3D Essentials*
Organic Modeling I*
* or equivalent computer skills

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