The ultimate melee bundle edition! You will get both the SWORD and the MACE Tutorial with a bit of a saving on top.
Create TRIPLE A Quality game art in ZBrush, 3Ds Max, Substance Painter and portfolio ready renders in Marmoset Toolbag 3. Do you think about a career in the video game industry as a 3D Artist and happen to like maces and swords? Then these tutorials are perfect for you. Follow along as we block out, sculpt, unwrap, bake and texture to triple A video game standards. Every step is documented without fast forwarding Also included is the “Beginners Guide to ZBrush” that will go over everything you need to know in 30 minutes.
3Ds Max – Blockout
Both the Mace and the Sword tutorial start in 3Ds Max where we set up our reference image and then create a block out versions which serve the purpose to have a base meshes that we will import to ZBrush.
ZBrush – High Poly modeling
After we create the blockout model in 3DS MAX we are going to import it to ZBrush where we then use Zremesher and other tools in preparation of the highpoly modeling. These multiple hour long chapters, especially of the sword tutorial aim to make you a ZBrush expert as we combine organic (skull and snake head) with hard surface elements. Learning by doing as we create our highpoly models and make use of any feature and function that helps us getting the most out of ZBrush.
Learn about tools, subtools, brushes, masking, Zremesher, Dynamesh… and pretty much anything else you need to know to create triple A content within Zbrush. At the end of the Sword ZBrush part you will learn how to use ZRemesher to create a base lowpoly version which is a massive time save over having to retopologize the lowpoly from scratch.
3Ds Max – Lowpoly & Unwrapping
After we are done in ZBrush we export our finished highpoly models back into 3DS Max and create a game ready lowpoly model. In the Sword tutorial we will make use of the zremeshed parts that we created in ZBrush as well as combining parts of the of the original blockout model. After the lowpoly phases we will jump into the UV Editor and start unwrapping in order to have the perfect UV layout for out later texture. At the end of both the SWORD and the MACE tutorials we will prepare the low and highpoly models by making sure we have the right naming convention, smoothing group setup as well as materials assigned.
Substance Painter – Texturing
In the Substance Painter part we will then bake our normal map as well as other important support maps. Right after that you will learn how to make an ultra realistic textures. Learn how to create base layer materials and how to use procedural textures, masks and generators to form up the wear and tear on our sword resulting in a photo realistic appearance. You will also get to know the latest tools that Substance Painter currently has to offer. Learn how to stamp in mysterious rune text as well as making use of the emissive channel (SWORD only) for this extra cool look.
Marmoset Toolbag 3- Portfolio ready renders (SWORD only)
As a finishing touch we will make a short visit to Marmoset Toolbag 3 where we create portfolio ready renders. Learn how lighting setup works in combination with Marmosets powerful camera settings as well as creating collages in Photoshop.
What are the requirements?
It is recommended to follow the course with the same software we use throughout the tutorial: 3Ds Max 2020, ZBrush 2019 (or 2020) as well as the latest version of Substance Painter, Marmoset Toolbag 3 and Photoshop. (last two are not a must as the main focus is on modeling and texturing)