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Create a complete 3D Animation -C1- Character modeling
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Create a complete 3D Animation -C1- Character modeling

Chapter 01 : Learn how to create an appealing character that can be used for animation in Zbrush & Maya
Last updated 10/2021
English

What you'll learn

  • Create an appealing character
  • Character modeling using Zbrush
  • UV unwrap the model using Maya or Zbrush
  • Retopologize the character using Maya
  • Texture the character using Zbrush polypainting
  • Create a clean topology ready for animation

Course content

6 sections29 lectures3h 31m total length
  • Quick introduction to Zbrush10:13
  • Matching the reference and adding more details7:19
  • Adding noise layers3:52

    Add noise layers to the character mesh using a mask and brush to create large bumps and small details, adjust positive and negative values, and bake the result.

  • Adding the face10:30

    Duplicate the mesh and keep a backup while sculpting the face and mouth with masks. Extract masked area to bullion, refine with smoothing and subdivision, preview, then bake all details.

Requirements

  • Be familiar with Zbrush.
  • Be familiar with Maya or any other retopologizing tool
  • Be familiar with 3DS Max

Description

In this course you learn about the whole workflow starting from a concept to a finished sequence using industry standard packages. The techniques used in this course are suitable for small to medium studios. The software used are :Zbrush to create the model , Maya for Rigging and Animation while I used 3DS Max for VFX and rendering.

Each chapter can be watched separately. so you can jump between chapters at your ease.

Chapter 01 : Modeling the Main Character in Zbrush

We start modeling our main character using Zbrush. I have a preference for finishing my character up to 70% before starting to retopologize it.
We use Maya to Retopologize the character and I will teach you how to come up with a clean topology ready for rigging and animation.

Then we jump back to Zbrush to bake our details back onto our model. For this particular character we must add a visible thickness and also keep the model at lower subdivsion. I will show you how to do that as well.

Texturing is really fun! To keep this project as simple as possible we use Zbrush Polypainting to add amazing colors to our character and help breath life into it.

We finish this chapter by exporting the needed maps from Zbrush. I will show you how to import those maps to 3DS Max and how to set properly the displacement map using V-ray 5.



Who this course is for:

  • 3D artists who are looking to push their skills to the next level
  • Anyone looking to create an appealing character ready for rigging.
  • 3D artists who want to learn the pipeline of creating a 3D character