
You’ll learn a professsional way of sculpting likeness,exporting maps in zbrush, texturing in substance painter, working with xgen in creating hair and look develop for skin and hair in arnold, covering both texturing in Painter as well as skin shading in Arnold. Professional and Tested Texturing Workflow We’re also using the FlippedNormals Eye kit, to make the character feel truly alive. With a first pass of the skin shading done, this is the step where the character is coming together.

Skin shading can be an incredibly complicated process, so we’ll be sure to make it simple and easy to understand. Having done the first pass on all the base maps, we’re bringing the textures into Arnold, where we’ll set up the skin shader. You’ll also understand how to create simple and powerful roughness maps to make your characters pop. Once our skin details are done, we’re starting on the color map using fill layers, creating the color map one layer at a time. From there we’ll give the character skin details using tileable maps in combination texturingxyz maps, you’ll learn powerful techniques using Smart Masks to significantly speed up texturing. Then prepping our model in maya and importing it zbrush, covering all specific steps and settings. We’re starting talking about how to align reference in photoshop It’ll allow us to talk about topics such as facial anatomy, micro detailing, garment retopology, and how to solve common texturing challenges you’ll encounter in your work. We’ll be focusing on the face and clothing of the character but particularly the face since it’s commonly the most complicated and important part. By the end of this course, you’ll be able create your own characters vfx/game character from reference to finished 3d model, using simple and powerful techniques. In this realistic female face, you’ll learn how to turn a base mesh into a realistic face in maya! Learn the full workflow from the first brush stroke in zbrush to the final realistic render in maya. Texturing the jacket in substance painter Learning some anatomy structure of the headĬreating eyebrows, eyelashes and long hairs with Xgen for Maya Setting up Smart Masks for an efficient workflow Duration 33h 49m Project Files Included MP4Īlighing reference in Photoshop for sculptingĮxporting models from ZBrush and importing them into Substance Painter
