There is a 5 and a half hour introduction to 3D Studio Max and ZBrush included in the tutorial where I am covering all the basics that you need to know to follow the course. In addition, I am giving you all the scripts and plugins that I use to create this model and I will show you a high-level overview of the workflow. You will learn how to create complex geometry using boolean operations and then take your objects from Max to ZBrush to generate highpoly geometry.
After the introduction chapter, we start with creating a blockout of the gun that will be used as a base for the highpoly model.
Once the blockout is done, we’re going to create the actual highpoly using boolean operations. No support loops are needed to create this gun as I am relying on ZBrush and smoothing groups to create all the bevels. This makes the creation process fast and simple.
Once the highpoly is done, we’ll take the model to ZBrush where we will create all the bevels. After those are finished you will learn how to add believable damage to your model. This makes it look realistic and stand out from all the other guns out there. I’m going to teach you in detail how to add damage to your model and show you the different tools available in ZBrush to make the model look realistic and convincing. Once the sculpting process is finished, we will take the gun back to Max and create the lowpoly and the UV coordinates for baking. I’m giving you a detailed overview of the UV creation process and you will learn how to create an efficient UV layout.
With the lowpoly finished we’ll set up everything for baking in Substance Painter. I’ll teach you all you need to know to create perfect bakes from your highpoly model as well as how to fix baking errors and create color ID maps for your mesh.
Once the bake is done we are going to deep dive into Substance Painter. We are going to build every material from scratch and I’ll teach you all you need to know about PBR texture creation for game assets in Substance Painter in over 5 hours of video. We’ll deep dive into the creation of the metal and wood materials on this gun and afterward, you will be able to create your own, stunning materials for any other project.
After the final textures have been created we’ll export them and take the model to Marmoset Toolbag. In the last section of the tutorial, I will teach you how to properly light your object to create portfolio ready images of the gun and make use of the latest features in Toolbag like Global Illumination.