
Join a hydra model creation series for games, with sped-up workflow, geometry basics, anatomy and topology, painting materials, and final render checks, plus tips and a Discord community.
Spend ample time in the z-sphere stage to block major shapes and establish the core silhouette and geometry, then reference Art Station and DeviantArt to guide a unique design.
Gain confidence to look up techniques, explore basic geometry early with low poly modeling, ZModeler, poly groups, and zero matching, and bake high poly to low poly for game engines.
Learn anatomy and detail for a game creature, using crocodile-like movement, layering, masking, and topology, while iterating with feedback to refine scales, neck transitions, and UV-friendly textures.
Master UV mapping, topology optimization, and material setup to bake high-poly detail onto low-poly geometry using UDIMs, curvature, ambient occlusion, in Substance Painter and Redshift.
Wrap up: the hydra model shown here isn't ready to be rigged or animated for a game engine. Join the Discord community for questions, resources, and one-on-one lessons for help.
This is a lecture series on making a Hydra that can go into a video game. I go over my thoughts on every step of the process from zspheres to making materials. You'll also gain access to a community that will allow you to ask questions, share your work and ultimately become better. Each lesson will be sped up footage of me working on the hydra while giving my thoughts on the process and some tips. The reason for doing the series in this format vs step by step, is a lot overall thought process can be lost when doing step by step, this series will focus more on thought process and overall concepts. This series could be beneficial to anyone from beginners who have done the basic tutorials but need help figuring out how to get something done, to intermediate users who might struggle at some points. If you have done step by step tutorials and want to branch out into making your own stuff, I believe this video will help get you there. By the end of this lecture series you should have the confidence that you can accomplish your 3D creature or character goals knowing that if you run into any issues you can always ask the community or have the confidence to look it up and figure it out yourself.