
Join this introductory series to build a complete juggernaut orc character from 3D Studio Max, adding armor, next-gen detailing, and poly painting for a finished in-game boss model.
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.
Master ZBrush polygroups by breaking a single mesh into four pieces, using control-shift to select parts, and using UV islands to avoid overlaps for textures and normal maps.
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.
Build a low-poly orc body part 2 by progressively sculpting with subdivision, adding muscle hints, wrinkles, glove seams, and leather alpha work, focusing on lighting, back detail, and time.
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.
Organize the model with polygroups and subtools, manage UV islands, then crease edges before subdivision and save often.
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 crotch plate for the 3d orc character, refining the mesh with smooth chains and wear from alpha textures to achieve a stylized look.
Sculpt the neck guard by refining geometry, smoothing creases, and applying subdivision for detail; add texture with masking, alpha, and clay buildup for a worn, cohesive armor look.
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.
Split the upper shoulders into left and right poly groups, then sculpt battle-worn details using noise, the polish brush, masking, and controlled subdivision.
Learn to sculpt and texture an orc shoulder, adding creases, wear, bolts, and under-armour details with masking, noise, and alpha techniques, then preview with different materials.
Sculpt a gauntlet with a hardened leather texture, detailing edges, seams, and wear using clay buildup, alpha textures, and masking in ZBrush.
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
Master poly painting the glove by layering alphas and spotlight textures to achieve dark, worn leather with visible seams, highlights, and subtle thread details.
Set a white base material for armor, flood colors across metal pieces and leather, and establish subtle variations with ambient occlusion masking to prep a cohesive orc armor texture.
Learn polypainting the helmet by applying base color, shadows, and highlights, and use ambient occlusion masking to emphasize rims, edges, and horn details.
Polypaint the shoulders using masking and ambient occlusion to create consistent color and shadows across both sides. Emphasize edges, spikes, and ridges with selective highlights for a cohesive, game-ready texture.
Polypaint the crotch plate using masking and ambient occlusion at intensity 7, refine the faceplate by inverting masks and brushing edges, ridges, teeth, and bolts with lighter and darker tones.
polypaint the chains hanging from the upper arm and shoulder pads, color in with a dark tone at 7k from all angles, adding shadowing underneath and symmetry-driven highlights.
Polypainting the thigh armor teaches selective painting, masking, ambient occlusion, and lighting to export color information and normal maps from one piece, while adding highlights, shadows, and leather strap details.
Polypaint the shoes using polygroups, masking, and consistent shading to create a cohesive single unit armor look with emphasized edges and ambient shadows.
Polypaint the shin armor for an orc character using masks, shadowing, and edge highlights. Refine color with ambient masking and set up spec maps for game engine lighting.
Finish the shoulder spike as metal or bone, apply highlights and ambient occlusion, and refine leather straps, edges, and shadows using masking and symmetry on the diffuse map.
Polypaint the weapon by building masks, ambient occlusion, and highlight layers to define edges, horns, spikes, and the base blade, then generate spec, dirt, and blood maps for finish versions.
Finish a game-resolution 3d character by creating cohesive poly painting and maps, applying spec maps in Photoshop, and using quick Toolbag and game engine tricks to achieve an in-game look.
Render all texture maps for the orc character with the multi map exporter, including displacement, normal, and ambient occlusion, then review the Photoshop results for color and spec textures.
Create spec maps and a specular map for the orc character by converting textures to grayscale, adjusting levels, and applying desaturation and color balance in Photoshop.
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.