Texture a Sci Fi Dreadnought Character with PS and Marmoset
3.5 (2 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.
24 students enrolled

Texture a Sci Fi Dreadnought Character with PS and Marmoset

Texturing a weaponized Dreadnought Mech
3.5 (2 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.
24 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
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This course includes
  • 5.5 hours on-demand video
  • 2 articles
  • 4 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 understand and create a cohesive color scheme for the mechanical Dreadnought
  • Students will use basic color palettes to create base colors that will then be built upon and detailed
  • Students will understand masks and how they affect adding/substracting colors and details
  • Students will learn how to create basic PBR textures
Requirements
  • Students need to be familiar with Photoshop so they can understand the parameters, painting, and masks for effects.
Description

After creating a mesh, in this case a mechanical Dreadnought, it's not enough to simply have a greyscale model...now comes texturing! Texturing models can be a daunting task because there are so many tools/programs geared towards creating texturing that are stylized or physically based, it can be confusing. Photoshop, a standard in texturing, is the simplest, most direct method to create first a color base and then add details, via masks, to the colors for better realism. Once the model has a base diffuse/albedo, we can then still use Photoshop to create the glossiness and metal maps to support PBR workflows without requiring any third party (or more expensive) program to create acceptable end results. One need only understand the PBR basics to understand how using simple Photoshop filters and masks can help create the needed details to make our model look dirty/rusty and worn as nothing looks faker or more phoney than perfect colors on a Dreadnought mechanical robot that has seen many battles. So, we'll be able to first create a base diffuse/albedo so we have the color scheme for the mech and then we'll focus on creating the detailing/dirt/grime needed to help give the diffuse/albedo a more 'lived in' quality. Masking is an integral part of Photoshop's suite of tools and we'll be using it to help with our colors as well as our metals.After we established our color palette, it'll then be deciding which parts of the mech are metallic, which are rubber and which are plastic so we can use Photoshop to help create the different textures needed for the PBR pipeline.   


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:
  • Intermediate students who want to use Photoshop to create the textures for a mechanized monstrosity
Course content
Expand all 28 lectures 05:23:14
+ UVW Unwrapping and Color ID Maps
7 lectures 01:18:00
Download Source files here!
00:04
Unwrapping UVs and Creating Texture Sheets
14:44
Colour Schemes and AO Maps
19:43
Colour ID Maps
15:43
Adding Colour Strips for Textures
14:19
Adding Colour Tips to Ammo
12:17
+ Base Colors and Texturing Starting
7 lectures 01:24:21
Laying Base Shoulder Colours
16:47
sdfsd
14:01
Starting the Legs and Gun
09:20
Finessing the Ammo Shells and Exhausts
15:35
Tweaking the Body Colours for Effect
16:48
+ Baking Details and Refining our Texturing
6 lectures 01:22:56
Baking 3D Into Flat Planes
18:33
Examining Faked 3D Details on the Mesh
16:53
Aging Decals in Photoshop
15:54
Overlapping Alpha Details
15:38
Cutting 3D Edge Details From Asymmetrical Meshes
14:43
+ Final Material Refinement and Presentations
8 lectures 01:17:57
Aging, Scuffing the Albedo
18:11
Adding Rust via Masks
11:49
PBR Workflow and Creating Metalness Map
16:23
Creating the Glossiness Maps
10:39
Reviewing in Marmoset
10:44
Bonus Lecture: Further Learning with 3dmotive
00:18