Mastering Digital Design - Learn Character Modeling, Sculpting, and Texturing


  • Mastering Digital Design - Learn Character Modeling, Sculpting, and Texturing, Singapore elarning online course
  • Mastering Digital Design - Learn Character Modeling, Sculpting, and Texturing, Singapore elarning online course
  • Mastering Digital Design - Learn Character Modeling, Sculpting, and Texturing, Singapore elarning online course
  • Mastering Digital Design - Learn Character Modeling, Sculpting, and Texturing, Singapore elarning online course
  • Mastering Digital Design - Learn Character Modeling, Sculpting, and Texturing, Singapore elarning online course
  • Mastering Digital Design - Learn Character Modeling, Sculpting, and Texturing, Singapore elarning online course

Course Description

A 3d artist who builds characters, it is a highly specialized field that requires a vast understanding of technique that differ from how environments and worlds are built. In this course, we will cover everything from gathering reference and concept, building a base mesh in 3ds Max, sculpting in ZBrush, all the way to baking the maps and texturing the character and sculpting a High Resolution character asset using ZBrush. The focus of this course will include sculpting processes, stylized anatomy, modularity, and basic design fundamentals to create a stylized character model. By the end of this course you should have a strong understanding of the steps towards creating your own high quality ZBrush models.

Learn tips and tricks of creating dynamic animation and games design.

- Know about the different branches in animation
- Learn about what goes into making a successful animation
- Understand better about the designing process with this course
- Be able to create your own monsters and creatures at the end of this course


Course Objectives

1. Know how to build a base mesh in 3ds Max
2. Be able to sculpt in ZBrush
3. Learn how to work with multiple software and workflows
4. Know about High Resolution character asset with ZBrush
5. Focus on sculpting process, stylized anatomy, modularity
6. Learn about basic design fundamentals for a stylized character modelling
7. Know how to hand paint and prepare a 3D character for game production
8. Understand the principles of rendering
9. Learn tips on tools and workflow methods


Related Courses

  • Mastering Digital Design - An Introduction to Visual FX for Games with UDK

    Mastering Digital Design - An Introduction to Visual FX for Games with UDK

    SGD $189.00

    Course Description

    This course is intended for those with a more comfortable understanding of the Unreal Engine who have an interest in creating Particle FX or Visual FX. In this course, we take you through the process of setting up a complex particle system that warps a character in through a teleportation device, as well as an amazing look at "phasing" the character in to view! We'll look at creating the holographic projections you see in the scene, adding texture and distortion to the sequence, and then wrap up the series with an in-depth look at setting up a basic render and animating the camera and lights so that you can make your very own cut-scenes and cinematics! Learn tips and tricks of creating dynamic animation and games design. - Know about the different branches in animation - Learn about what goes into making a successful animation - Understand better about the designing process with this course - Be able to create your own monsters and creatures at the end of this course

    Read more...

  • Mastering Digital Design - Learning Unreal Engine 4 for Game Design and Development

    Mastering Digital Design - Learning Unreal Engine 4 for Game Design and Development

    SGD $189.00

    Course Description

    Unreal Engine 4 is among the most popular game engines in the market. This course will prepare you for an Intro-to-Intermediate level of understanding, to have you ready and capable to build and play your own levels in no time. Introduction to Unreal Engine 4 will go over many helpful tools to know during your time in the Unreal Engine. In this course, we will be covering how to setup the blueprints for creating a dynamic controllable vehicle in UE4. Materials in Unreal Engine 4 will give you a thorough understanding of creating materials inside of the UE4 engine. With topics such as the UE4 Material interface where we will look into the interface and Material types where we will look at the types of materials you can create using the engine.  Learn tips and tricks of creating dynamic animation and games design. - Know about the different branches in animation - Learn about what goes into making a successful animation - Understand better about the designing process with this course - Be able to create your own monsters and creatures at the end of this course

    Read more...

  • Mastering Digital Design - Learn Advanced Textures and Materials for Games and Film

    Mastering Digital Design - Learn Advanced Textures and Materials for Games and Film

    SGD $189.00

    Course Description

    This advanced course focuses on creating advanced materials and textures like those seen in today’s standard of AAA games. We'll take an introductory look at UDK's material editor where will we cover the basics of importing textures and creating our own materials. Through this course, you can learn how to properly photograph textures, edit unnecessary lighting information out of your photographs, how to tile custom textures, extracting different types of visual information from your images and applying your textures in 3D. This course also briefly touches on physically based rendering in regards to photo real texturing and look development. Instructor Emiel Sleegers will be walking you through the process of texturing a suitcase asset using both Substance Designer and Substance Painter. Learn tips and tricks of creating dynamic animation and games design. - Know about the different branches in animation - Learn about what goes into making a successful animation - Understand better about the designing process with this course - Be able to create your own monsters and creatures at the end of this course

    Read more...


Content

Complete Character Course - Volume 1

Preview Available

+
Resource Files

Chapter 1 - Introduction

Chapter 2 - Preparation

Chapter 3 - Building Basemesh Front

Chapter 4 - Building Basemesh Side

Chapter 5 - Building Hands and Head

Chapter 6 - Bony Landmarks

Chapter 7 - Basic Forms-Body

Chapter 8 - Basic Forms-Legs and Arms

Chapter 9 - Sculpting

Chapter 10 - Refinement and Polish

Chapter 11 - Breasts and Feet

Complete Character Course - Volume 2

+
Resource Files

Chapter 1 - Introduction

Chapter 2 - Demonic Appendages for the Arms

Chapter 3 - Demonic Appendages for the Spine

Chapter 4 - Sculpting the Head

Chapter 5 - Inserting the Eyes

Chapter 6 - Attaching the Head

Chapter 7 - Sculpting the Hair

Chapter 8 - Sculpting the Bottoms

Chapter 9 - Sculpting the Shirt and Necklace

Chapter 10 - Modeling the Headphones

Complete Character Course - Volume 3

+
Resource Files

Chapter 1 - Introduction

Chapter 2 - Polypainting

Chapter 3 - Polypainting 02

Chapter 4 - Retopology

Chapter 5 - Retopology 02

Chapter 6 - Mouth and Eye

Chapter 7 - Finishing the Eye

Chapter 8 - Unwrapping the Body

Chapter 9 - Unwrapping the Head

Complete Character Course - Volume 4

+
Resource Files

Chapter 1 - Introduction

Chapter 2 - Baking Maps

Chapter 3 - Light Bake and Eye Paint

Chapter 4 - Iris Texture and Alpha

Chapter 5 - Clothes and Hair

Chapter 6 - Modeling the Hair

Chapter 7 - Grime and Normal Overlay

Chapter 8 - Creating the Specular Map

Chapter 9 - Rendering in Marmoset

Stylized Character Modeling - Volume 1

+
Resource Files

Chapter 1 - Introduction

Chapter 2 - Tools Introduction

Chapter 3 - Reference Images in ZBrush

Chapter 4 - Blocking in the Main Body Forms

Chapter 5 - Block in Continued

Chapter 6 - Blocking in the Limbs

Chapter 7 - Clothing Block In

Chapter 8 - Torso Sculpt Block In

Chapter 9 - Extracting the Shirt

Chapter 10 - Creating a Quick Collar

Chapter 11 - Shoulder-pad, Belt, and Outro

Stylized Character Modeling - Volume 2

+
Resource Files

Chapter 1 - Intro

Chapter 2 - Head Block-In Refresher

Chapter 3 - Sculpting 01 - Neck and Eyes Block In

Chapter 4 - Sculpting 02 - Jaw, Cheeks, and Brow

Chapter 5 - Sculpting 03 - Noses, Eyes, and Mouth

Chapter 6 - Sculpting 04 - Defining the Face

Chapter 7 - Sculpting 05 - Eyes and Brows

Chapter 8 - Sculpting 06 - Blocking in the Ears

Chapter 9 - Hair 01 - Block-In

Chapter 10 - Sculpting 07 - Tweaking the Face

Chapter 11 - Hair 02 - Beard Block In

Chapter 12 - Hair 03 - Sculpting the Hair

Chapter 13 - Hair Timeslapse

Stylized Character Modeling - Volume 3

+
Resource Files

Chapter 1 - Intro

Chapter 2 - Sculpting Basic Anatomy

Chapter 3 - Sculpting the Hands

Chapter 4 - Sculpting the Armor

Chapter 5 - Sculpting the Armor 02

Chapter 6 - Sculpting the Gloves

Chapter 7 - Sculpting Boots and Pants

Chapter 8 - Sculpting Bracers and Sleeves

Chapter 9 - Sculpting the Torso 01

Chapter 10 - Sculpting the Torso 02

Stylized Character Texturing - Volume 1

+
Resource Files

Chapter 1 - Intro

Chapter 2 - Head Retopology 01

Chapter 3 - Head Retopology 02

Chapter 4 - Upper Body Retopology

Chapter 5 - Head UVs 01

Chapter 6 - Head UVs 02

Chapter 7 - Baking Maps

Stylized Character Texturing - Volume 2

+
Resource Files

Chapter 1 - Intro

Chapter 2 - Setting up for Painting

Chapter 3 - Blocking in Base Colors

Chapter 4 - Painting the Face

Chapter 5 - Painting Timelapse 01

Chapter 6 - Painting Timelapse 02

Chapter 7 - Finishing Touches

Stylized Character Texturing - Volume 3

+
Resource Files

Chapter 1 - Intro

Chapter 2 - Setting up a Gradient Map

Chapter 3 - Painting Block In

Chapter 4 - Painting Body 01

Chapter 5 - Painting Body 02

Chapter 6 - Painting Timelapse 01

Chapter 7 - Painting Timelapse 02

Chapter 8 - Painting Timelapse 03

Chapter 9 - Finishing Touches

Orc Body in ZBrush - Volume 1

+
Resource Files

Chapter 1 - Introduction

Chapter 2 - Mesh Layout and UVs

Chapter 3 - ZBrush Polygroups

Chapter 4 - Sculpting the Body 01

Chapter 5 - Sculpting the Body 02

Chapter 6 - Sculpting the Body 03

Chapter 7 - Sculpting the Body 04

Orc Body in ZBrush - Volume 2

+
Resource Files

Chapter 1 - Introduction

Chapter 2 - Polygroups and Subtools

Chapter 3 - Sculpting the Pants

Chapter 4 - Sculpting the Skulls 01

Chapter 5 - Sculpting the Skulls 02

Chapter 6 - Final Skull Details

Orc Body in ZBrush - Volume 3

+
Resource Files

Chapter 1 - Introduction

Chapter 2 - Sculpting the Belt

Chapter 3 - Sculpting the Crotch Plate

Chapter 4 - Sculpting the Helmet

Chapter 5 - Sculpting the Neck Guard

Chapter 6 - Sculpting the Chains

Chapter 7 - Sculpting the Shoulders 01

Chapter 8 - Sculpting the Shoulders 02

Chapter 9 - Sculpting the Gauntlets

Chapter 10 - Sculpting the Legs 01

Chapter 11 - Sculpting the Legs 02

Chapter 12 - Sculpting the Weapon

Orc Body in ZBrush - Volume 4

+
Resource Files

Chapter 1 - Introduction

Chapter 2 - Polypainting the Body

Chapter 3 - Polypainting the Glove

Chapter 4 - Polypainting the Shorts

Chapter 5 - Polypainting the Skulls

Chapter 6 - Prepping the Armor

Chapter 7 - Polypainting the Helmet

Chapter 8 - Polypainting the Neck Guard

Chapter 9 - Polypainting the Shoulders

Chapter 10 - Polypainting the Crotch Plate

Chapter 11 - Polypainting the Belt

Chapter 12 - Polypainting the Chains

Chapter 13 - Polypainting the Gauntlet

Chapter 14 - Polypainting the Thigh Armor

Chapter 15 - Polypainting the Shoes

Chapter 16 - Polypainting the Shins

Chapter 17 - Finishing the Shoulders

Chapter 18 - Polypainting the Weapon

Orc Body in ZBrush - Volume 5

+
Resource Files

Chapter 1 - Introduction

Chapter 2 - Rendering our Textures

Chapter 3 - Creating the Spec Maps

Chapter 4 - Marmoset Setup

Chapter 5 - Final Render Presentation

SGD $189.00
(Price excludes GST)
GET ACCESS NOW
Convince your boss email
This site is best viewed using the latest versions of Google Chrome, Apple Safari, Mozilla FireFox, Microsoft Internet Explorer 11 and Edge which supports HTML5/Webkit technologies.