3d Coat Sculpture Modelling, Retopo , UVs and Paint
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3d Coat Sculpture Modelling, Retopo , UVs and Paint

An exploration of everything you need to master the powerful 3D Coat
4.4 (38 ratings)
Instead of using a simple lifetime average, Udemy calculates a course's star rating by considering a number of different factors such as the number of ratings, the age of ratings, and the likelihood of fraudulent ratings.
520 students enrolled
Created by Scott Turner
Last updated 2/2016
English
Current price: $10 Original price: $35 Discount: 71% off
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Includes:
  • 8.5 hours on-demand video
  • 8 Supplemental Resources
  • Full lifetime access
  • Access on mobile and TV
  • Certificate of Completion
What Will I Learn?
  • Block out volumes using voxel tools
  • Refine and details using surface tools and live clay
  • Manually retopo the model using the amazing retopo tools
  • Manually UV the model using the amazing UV tools
  • Bake and export model to the paint room
  • Paint with standard and PBR tools
  • Render using the simple render tools
View Curriculum
Requirements
  • General 3d knowledge is always useful but we pretty much start form scratch
Description

This course covers the modelling of a cartoon crocodile from scratch. We block out the volumes, sculpt, refine, detail, retopo, uv and paint and render the whole thing. Its a great introduction using a simple model to get up to speed on all the important processes in the amazing 3D Coat

Who is the target audience?
  • Great for beginners or people looking for a quick start
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Curriculum For This Course
Expand All 42 Lectures Collapse All 42 Lectures 08:41:05
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Introduction to the course
1 Lecture 01:36
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Modelling and sculpting
15 Lectures 03:21:54

An introduction to voxel sculpting and setup for the modelling process. Whats the difference between voxels and surfaces? A look at basic tools like pose and smooth. Remember you can use control to make the effects of the brush negative or shift to smooth automatically

Preview 10:51

Managing resolution and a review of basic tools such as build, extrude, sphere and grow.

An exploration of basic tools
11:39

Blocking out the shape with the pose tool and softening it up with some simple sculpt tools

The elements of Pose
11:40

We continue with the sculpting tools and learn how to use primitives to create new shapes

Making the way for primitives
09:08

The basics of the symmetry tool. Its so important but can be quite tricky to get it right.

Arms legs and toes
16:37

Fixing problems and using curves to make a tail. The curve tool is incredibly powerful. We use it to make tails but you could make whole character templates with it like zspheres in zbrush.

The curve tool for tails
09:30

The amazing preset tools have a lot of stuff which works like and has the feel of famous zbrush tools like damian standard. If your coming from that environment these will make you feel more comfortable

A first look at surfaces
16:02

Some more issues about perfecting symmetrical copying operations. These are vital tips to avoid frustration.

A look in the mirror - symmetry
18:20

We add toes and fingers using the very flexible primitive tool. Of course we go through a variety of adjustments using the transform tool for positioning and the symmetry tools to copy back and forth form one side to the other

Making fingers
15:05

This video covers some proxy object errors and then move on to show how to add custom curve shapes both by using the presents and by making your very own custom shapes. Seriously this tool is amazing

Important details
15:55

We do some smoothing out of the model then a first pass of adding details with the awesome surface presets

Fixes and details
17:40

A continuation of the last video. More smoothing and details anbd the crocodile really starts to emerge -- FINALLY!!

Adding tight details
10:55

This video is a rebuild of the feet. I end up rebuilding them again becaus eth forms didnt really work out the way I wanted. But i left it in for continuities sake.

Various details and rebuilds
17:20

Another foot rebuild which is much more satisfactory

Lattices
14:58

We integrate the fingers and the tail spines directly into the main body model using the amazing merge and boolean tools. Sooo easy!

Merging and booleans
06:14
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Retopology
11 Lectures 02:15:05

We check out the amazing autotopology tools and how to optimize the process as well as look at some of the limitations to explain whey we probably need to do it manually in this section

A first auto retopo test
05:38

Here we begin the manual retopo portion by establishing the fundamental edge loops of the face and then connecting them. Primarily using the points and face tool and the quads tool.

Basic retopo tools
14:41

Another foot rebuild which is much more satisfactory

Blocking the body retopo
15:12

Now that the main body retopo parts are blocked in we fill in the gaps and get the tail retopo started

Filling in the body retopo
14:24

We do the retopo of the belly and use the strokes tool to block out the feet.

Belly and foot retopo
16:35

We fix a trick spiraling problem on the foot. This is a useful technique because it often occurs in automatic retopo and its the kind of thing that comes up all the time. Then we move onto the toes and combining them in with the feet.

Foot and toe retopo
13:21

In this video we scrap the original topology of the fingers and remake them more simply then block in the polys for the hand

Finger and hand retopo
16:42

Whwre we continue to resolve the edge lops of the hand to get half decent retopo

Edge loop cleanup
06:11

Where we separate out the tail spine geometry from the main tail so we can make sure we have consistent clean edge loops

Working on the spine
13:21

Because the model is not perfectly symmetry we have to do extra work to get the tail as symmetrical as possible while respecting the design

Begin non symmetrical retopo of tail
14:31

This video is interesting. It shows how to export and import different retopos and how to combine them by copying and pasting from different retopo layers

Import/export of retopo
04:29
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UVs in 3D Coat
3 Lectures 37:15

A highly important lecture for dealing with non symmetrical geometry. Keep some parts symmetrical and other parts asymetrical. We also do a first pass of the UV maps so that we can start painting textures. Very useful information! There are some crashes of 3D Coat at the end of the video. We resolve them in the next video

Solving the asymmetrical retopo + beginning UVs
15:06

Discovery of why 3D Coat was crashing. Then a second pass at UVs and unfolding

Unwrap UVs
09:27

We look at methods of baking, discuss some interesting paint possibilities. We still have to juggle back and forth a bit between paint and retopo to find the right bake export settings

Basic paint concepts
12:42
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Painting in 3D Coat
12 Lectures 02:25:15

We get a useable bake and start discussing some of the basic paint tools

Bake retopo to paint with Normals and AO
16:02

We continue our discussion of masking techniques and look at alpha channels and the variation tools and the AMAZING gradient fill tool

Amazing Masking concepts
14:40

How to use stencils and a first look at the amazing physically based smart materials

Stencils and Physically Real materials
12:03

Basic Smart Material Editing, interactive noise applliactions and some interactive mask applications. These are so awesome and one of my favorite tools

Editing PBR Materials, more masking techniques
11:20

How to use the color to pick from reference images and we start to paint the real texture for the crocodile using colors picked form the image. We also add some nice deformation style effects using the normal map.

Beginning main texture
15:58

Using alpha channels to add specific styles of details. Easy but very, very useful

Texture highlights and colors
12:01

We pain in the purple tail scales and then add some color to the fingers and body color variations using the gradient tool

Gradient tool tricks
12:32

Adding subtle variations to the colors using the tools we have already discovered

Texture details
12:40

We start adding in some specular and normal map details to increase the visual interest in the 3d, not illustrated, model

Normal and specular painting
10:21

We add some mouth and eye details

Strip details
12:31

We export the textures out to Photoshop so we can use the blur functions. This always works very seamlessly in 3D Coat - another amazing feature

Export textures to photoshop and begin render
08:05

Some highly important details regarding paint symmetry and the gradient tool that skipped my mind as I was grabbing the videos. Not to be missed.

Forgotten details
07:02
About the Instructor
Scott Turner
4.2 Average rating
130 Reviews
1,030 Students
5 Courses
Game Designer, 3D Generalist, University Professor

I have worked in game design, and 3D since 1995. I started my career designing multi-user games using Flash and Director for a big national website then spent 12 years focused on producing animation and VFX for commercials for television. I now teach these topics at university. While I have an M.A. degree from Bournemouth University focused on teaching animation and game skills - really, its all about loving and being fascinated by the process.