
Follow a from-start-to-finish workflow to sculpt, texture, and render the Black Myth Wukong head likeness, using reference gathering, Maya, ZBrush, Substance Painter, and Arnold lighting.
Master an end-to-end 3D head design of Black Myth Wukong, from reference gathering and basemesh setup to ZBrush sculpting, Substance Painter textures, and Arnold rendering in Maya.
Design a Wukong head by sculpting in ZBrush on a Maya base mesh, merging macaque-inspired features with human anatomy.
Sculpt the Wukong head in ZBrush by blocking primary shapes with escalating subdivision levels, using reference images and camera raw adjustments to refine shadows, anatomical reference, and texture.
Block out the primary forms of the Black Myth Wukong head in ZBrush, then refine features with move, dam standard, and standard brushes, building depth via subdivision levels.
Block and refine the eye and brow structure for the Wukong head in ZBrush, building thickness and depth with Dam Standard, H Polish, inflate, and move brushes across subdivided mesh.
Sculpt the wukong black myth head in ZBrush by blocking secondary forms, refining with clay and inflate brushes, and adding lip and brow details for depth.
Block out the ear's secondary forms in ZBrush across subdivision levels with the standard brush to build depth and symmetry for skim post and asymmetrical scope.
Sculpt base skin and pores for Wukong in ZBrush, refine nose detail across subdivision levels, and apply skin alphas and noise to achieve realistic pores.
Apply a base skin pass and refine with max by noise to add pores and imperfections, controlling intensity across the nose, ears, and lips for realistic Wukong head detailing.
Use texturing xyz map and skin alpha workflows to sculpt pores on the wukong head in ZBrush. Refine albedo, normal, and displacement map concepts with alpha settings and symmetry.
Sculpt eye details and skin texture for the Black Myth Wukong head in ZBrush, refine symmetry, texture pores with XYZ alpha brushes, and blend layers for realistic edge detail.
Learn lip sculpting for the Wukong head in ZBrush, refining lower and upper lips with alphas, normals, and texturing maps across subdivision levels.
Break symmetry on the Black Myth Wukong head in ZBrush, sculpting asymmetric forehead, nose, eyes, and wrinkles with damstandard brush, move, pinch, and polish brushes to add depth.
Sculpt wrinkles and asymmetry on the Wukong head in ZBrush using the standard brush and Damstandard brush, refining eye and neck details for a more realistic model.
Sculpt a close-fitting Wukong head armor in ZBrush by building and refining a shell with extraction, symmetry, polygroups, and thickness, then polish and prepare for detailing.
Block out and sculpt hair for the Wukong head in ZBrush using dynamesh, extract, and clay buildup brushes, refining volume and symmetry before exporting and UVs in the next lesson.
Export and organize the head mesh and maps, adjust symmetry and UV layouts for texturing, and update inner eye details to prep for baking.
Bake the Wukong head to 4k normal and displacement maps, using tangent space and uv, export z maps and base maps, then texture in Substance Painter.
Texture the Black Myth Wukong head in Substance Painter with procedural skin base, normal maps, and layered colors for realistic skin featuring red undertone, marble veins, and freckles.
Explore Wukong's head texture design for black myth by building realistic skin with pores, blackheads, stains, and redness, using curvature maps, triplanar mapping, and layered painting techniques.
Explore eye texture detailing for Wukong's head in Substance Painter, including enabling subsurface scattering, adjusting opacity and glass layers, and crafting brown eye coloration with careful shading.
Explore collar texturing for wukong's head in Substance Painter, applying leather fabrics, bronze accents, and alpha textures with smart materials, layers, and mapping techniques.
Create a realistic Wukong head skin by building a roughness map in Substance Painter, using a curvature-based mask, T-zone highlights, and targeted brushwork, then test under multiple light setups.
Export all textures for the Wukong head, selecting metallic and roughness maps while excluding others, then set up a new project and folders to prep assets for XGen.
Learn to create a scalp for Wukong's head in Maya using XGen, isolating and refining regions to generate hair, beard, eyebrows, and eyelashes with manual adjustments.
Design wukong's black myth head hair in Maya using XGen, establishing guides, UV painting workflows, density, and collections for organized descriptions with left-right mirroring.
Paint a density mask for the Wukong head in Maya XGen, mapping hair growth with density maps and guides, then refine with brushes, symmetry, and clumping for center head hair.
Iteratively tune wukong's center head hair in Maya XGen by adjusting clumping modifiers, randomizing intensity and length per strand, and adding noise to achieve a natural, varied look.
Learn to build Wukong's head beard and hair guides in XGen Maya, applying a density mask and randomized density marks.
Explore Maya XGen beard hair modifiers to shape Wukong's head fur with clump and randomize controls, adjust density maps, noise, and stray hairs for realism.
Develop Wukong's eyebrows and hair in Maya using XGen, refining shading and density for accurate placement. Apply clumping and noise modifiers while managing symmetry to enhance realism.
Create eyelashes and mustache hair for Wukong using xgen in maya, building guides, applying symmetry, density maps, noise, and clump modifiers for realistic, mirrored results.
Create a studio light setup in Maya using Arnold for the Wukong head, featuring hdr sky dome, backdrop, and area lights, then adjust roughness and save as psd and exr.
Develop the skin look for the Wukong head in Arnold Maya by setting up lighting, applying a skin preset, tuning displacement, subsurface scattering, and layering normal and roughness maps.
Develop the Wukong black myth head eye look by refining inner and outer eye materials and displacement maps in Maya with Arnold, using textures, normal maps, and Hypershade workflows.
Texture the Wukong head with face paint in Substance Painter, layering dirt, fingerprints, and grunge textures using triplanar maps and height-based adjustments to achieve a chalky yet wet look.
Learn to texture Wukong's head in Substance Painter using warp filters, black base tones, and dirt brushes to create controlled edge breaks and realistic shadows for face paints.
Execute a layered texture workflow in Maya for Wukong black myth head face paint, using masks from Substance Painter and an AI layout shader to drive alpha, roughness, and displacement.
Learn fabric shading for the Wukong black myth head in Arnold Maya, building velvet and leather materials, adjusting normal maps, roughness, and specular roughness in hypershade.
Texture the Wukong head hair in Arnold Maya using XGen, adjusting melanin, redness, and randomization for natural variation. Fine-tune roughness and the shift of specular reflections for darker hair tones.
Create gray hair accents on Wukong’s head using a mix shader in Arnold Maya, driven by a black-and-white mask, then bake textures in Substance Painter and preview renders.
Apply and adjust materials for the Wukong head in Arnold Maya using XGen, match beard and eyebrow textures, and render with color space and sRGB gamma settings.
BLACK MYTH WUKONG HEAD DESIGN TUTORIAL
PRODUCT DESCRIPTION
In this realistic Wukong Head design, you’ll learn how to turn a base mesh into a realistic face in maya! Learn the full workflow from the first brush stroke in zbrush to the final realistic render in maya. By the end of this course, you’ll be able create your own characters vfx/game character from reference to finished 3d model, using simple and powerful techniques.
We'll be focusing on the face the character but particularly the face since it's commonly the most complicated and important part. It'll allow us to talk about topics such as facial anatomy, micro detailing, and how to solve common texturing challenges you'll encounter in your work.
Covering the Full Process
We’re starting talking about how work with references
Facial Anatomy
Then prepping our model in maya and importing it zbrush, covering all specific steps and settings. From there we’ll give the character skin details using tileable maps in combination texturingxyz maps, you’ll learn powerful techniques using Smart Masks to significantly speed up texturing. Once our skin details are done, we’re starting on the color map using fill layers, creating the color map one layer at a time. You’ll also understand how to create simple and powerful roughness maps to make your characters pop.
Skin Shading Made Simple
Having done the first pass on all the base maps, we’re bringing the textures into Arnold, where we’ll set up the skin shader. Skin shading can be an incredibly complicated process, so we’ll be sure to make it simple and easy to understand. With a first pass of the skin shading done, this is the step where the character is coming together. We’re also using the FlippedNormals Eye kit, to make the character feel truly alive.
Professional and Tested Texturing Workflow
You'll learn a professsional way of sculpting likeness,exporting maps in zbrush, texturing in substance painter, working with xgen in creating hair and look develop for skin and hair in arnold, covering both texturing in Painter as well as skin shading in Arnold. This is a fast and industry-proven way of working, giving you a solid framework for all your future characters.
Skill Level
Character Face creation is perfect for 3D artists with an intermediate understanding of zbrush, Maya, and Substance. And who are interested in taking their character design to the next level! We recommend that you know how to use both Substance Painter, Maya and zbrush, as we're focusing on texturing and shading workflows, instead of going through features A-Z.
What You'll Learn
Exporting models from ZBrush and importing them into Substance Painter
Setting up Smart Masks for an efficient workflow
Using baked masks in Substance Painter
Building a color map step by step
Making a roughness map
Exporting maps from Substance Painter
Exporting displacement maps from ZBrush
Creating eyebrows, eyelashes and long hairs with Xgen for Maya
Skin shading in Arnold
How to use a tested and simple texturing workflow
ADDITIONALLY
Importing to zbrush and sculpting details
Importing to zbrush and sculpting details
How to create gray hairs in arnold
Look dev in Arnold
41 Video Tutorials
scene files (Maya)
19 hours (videos content)
SOFTWARE USED
Adobe Photoshop
Maxon zbrush
Substance Painter
Maya 2019