Model a complex 3d SciFi Ship with Maya and ZBrush
4.2 (6 ratings)
Course Ratings are calculated from individual students’ ratings and a variety of other signals, like age of rating and reliability, to ensure that they reflect course quality fairly and accurately.
57 students enrolled

Model a complex 3d SciFi Ship with Maya and ZBrush

Create a scifi spaceship in Maya for detailing in ZBrush
4.2 (6 ratings)
Course Ratings are calculated from individual students’ ratings and a variety of other signals, like age of rating and reliability, to ensure that they reflect course quality fairly and accurately.
57 students enrolled
Created by 3dmotive LLC
Last updated 2/2019
English
English [Auto-generated]
Current price: $13.99 Original price: $19.99 Discount: 30% off
5 hours left at this price!
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This course includes
  • 7 hours on-demand video
  • 2 articles
  • 5 downloadable resources
  • Full lifetime access
  • Access on mobile and TV
  • Certificate of Completion
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What you'll learn
  • Students will learn to quickly create a sci fi spaceship using simple methods, sticking with large shapes
  • Students will grasp working with edge-extrusion modeling
  • Students will learn to create and use an IMM (Insert Multimesh) Brush in Zbrush
  • Students will use LiveBooleans in ZBrush to add details to the sci fi spaceship
Requirements
  • Students need to know basic Maya modeling and controls
  • Students need to know basic ZBrush functionalities and tools.
Description

In the Scifi Ship Series, we'll sart by creating simple shapes via edge extrusion in Maya, as it's one of the easiest methods to create viable meshes. When creating meshes in Maya, the fewer tools you use, generally, is the better your end result because you end up focusing on the best aspects of the tools to create what you need. Edge loops for better subdivisions are paramount when working with models that are going to be more than just 'game ready' (low poly) and will help create cleaner beveling when the mesh smoothes as opposed to subdividing without edge loops. Once the mesh has been imported into ZBrush, proper usage of polygroups will assist in mirrored details and overall cleanliness. IMM (InsertMultiMesh) Brushes are vital to helping to add the 'greebles' and accessories to hard surfaces to add interest. LiveBoolean is a new tool that's paramount in creating inset cuts and booleaned shapes within the ZBrush subtools to add more futuristic details to parts of the sci-fi spaceship. When combining tools in ZBrush, like IMM brushes with LiveBooleans, the speed at which the model is populated with details is greatly decreased, which helps with tight deadlines in production. Add in using Slice Curves to add polygroups to a mesh with Curve Functions to create frame meshes that follow the seam of the polygroups precisely, and the end results are a model that looks thoroughly populated yet futuristically refined.   


More about the Instructor:

Having 25 years of experience in the video game development/entertainment arenas, Stephen G. Wells is well versed in a variety of programs and production pipelines and strives to work as cleanly and efficiently as possible. Having done pretty much everything, he enjoys getting to share his knowledge and experience in the hopes that he can help students gain a better understanding and appreciation of what 3D computer art (in all its varying forms) has to offer.



Who this course is for:
  • Students who have knowledge of Maya and ZBrush but who would like to get to explore how each can compliment the other.
Course content
Expand all 33 lectures 06:56:01
+ Blocking out the Main Shapes and Hull
7 lectures 01:24:01
Download Source files here!
00:04
Schematics and Modeling Foundations
18:42
Cockpit Modeling
17:08
Beginning the Main Hull
15:54
Following Schematic Lines
16:15
Finishing the Hull and Mirroring
14:44
+ Wings, Fins, and Additional Details
6 lectures 01:22:49
Building Wings
17:15
The Wing Arm and Engine
15:03
Creating the Rear Fin and Nacelles
16:49
Expanding the Nacelles
15:39
Nacelle Wings N Things
16:50
+ Refining the Hull and Preparing the ZBrush
6 lectures 01:21:52
Nacelle Hitch Piece and Rear
17:40
Refining Hull Features
15:28
Creating the Wing Fins
15:13
Using Insert Edge loops
16:43
Subdividing the Mesh to Import for ZBrush
15:33
+ ZBrush Work and Details
6 lectures 01:22:53
Greebles, Booleans, IMM Brush
15:16
Nacelle IMM Brush Work
15:42
Hull Intakes and Engine Work
16:25
Adding Hull Elements
18:49
Lower Nacelle Elements
15:27
+ Polish Details and Presentations
8 lectures 01:24:26
Booleans on the Nacelles
15:54
Wing Arms Booleans
15:52
Hull Panel Loops
14:53
Beginning of the End
11:30
Final Touches
09:53
Bonus Lecture: Further Learning with 3dmotive
00:18