
Model and layout uv mapping for a boss orc in 3D Studio Max, detailing polygon counts, uv space, and asymmetry to enhance realism across weapon, armor, and chains.
Split the armor into polygrouped subtools with the groups split button to isolate helmet, torso, shoulders, and legs, while using symmetry, orthogonal views, and clay buildup to sculpt muscles.
Develop an orc glove with realistic wrinkles, leather seams, and veins by using auto masking, back-face masking, and quick sculpting tricks for a game-ready 3d model.
Break up poly groups into dedicated subtools to manage subdivisions while sculpting an orc character, detailing helmet, crotch plate, pants, gauntlet, and skulls with NexGen detailing and texturing focus.
Introduce the next-gen detailing workflow for an armored juggernaut, outlining belt, face, crotch plate, helmet, shoulders, under armor, gauntlet, thighs, asymmetric shoes and shins, and final weapon details.
Learn to sculpt and detail an orc belt, duplicating skulls, creating etched and worn metal textures with clay buildup, alphas, masking, and lazy mouse workflows.
Sculpt the chains by subdividing for detail, smoothing with symmetry, and beveling with the H polish brush to add etched, chipped metal textures using alpha drag and scratches.
The course materials for this section are very large. (1gig+) You can download the associated source files with the following link:
https://s3.amazonaws.com/3dm-files/3dmotive-NextGenOrcBody_Part4.zip
Import and texture an orc model in Marmoset, creating and applying head, body, helmet, weapon, and ground materials with normal, specular, and emissive maps; set up lighting and render.
In this course, instructor Stephen Wells will be walking through the process of finishing his Next Gen Orc character while showing you some tools, tips, and workflow methods used within ZBrush. In addition, he will also be covering the rendering process within Marmoset to create a final image for this character.
About the Instructor:
Stephen Wells is an expert 3D modeler for characters, props, vehicles, weapons and environments and have created both high and low polygon assets for game productions. He has over 20 years experience in creating a variety of game assets for several different genres (fantasy, sci-fi, combat, superheroes, horror, etc) using 3ds Max, Maya, Photoshop, Zbrush, Mudbox, Topogun, and XNormal. As an enthusiastic instructor, he loves creating video tutorials on a wide variety of subjects including Zbrush, 3DS Max, Topogun, Roadkill, and many more to help students better their skillsets.