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30-Day Money-Back Guarantee

This course includes:

  • 24.5 hours on-demand video
  • 4 downloadable resources
  • Full lifetime access
  • Access on mobile and TV
Design 3D & Animation Substance Designer

Complete Game Character Workflow 02 Texturing and Rendering

The entire workflow from texturing to material, lighting, and rendering for characters after modeling.
Rating: 4.5 out of 54.5 (173 ratings)
3,206 students
Created by Ambience Lee
Last updated 5/2019
English
English [Auto]
30-Day Money-Back Guarantee

What you'll learn

  • Character Texturing
  • Substance Designer
  • Substance Painter
  • Mari
  • Unreal Engine 4 Basic and Advanced Materials
  • Unreal Engine 4 Lighting
  • Unreal Engine 4 Sequencer
  • Xgen for Character Modeling
Curated for the Udemy for Business collection

Requirements

  • Basic understanding of Character Modeling and UV
  • Know your way around Maya
  • Paitient and Enengy!

Description

This course demostrates the process of texturing, making materials, lighting, and rendering of a complete character in depth.It is following the character modeling series and continues on the rest of the character createion, It covers state of the art techniques and tools to bring a modeled character to life and beyond. Substance, PBR workflow, Unreal Engine realtime rendering will be taught in detail. Color, Composition and Lighting will also be introduced in order to help the student to achieve good aesthetic. Many other small trick including animation, quick rig, and dynamic simulation will also be demostrated in the course to give the student more power on their presentation.

Who this course is for:

  • Beginner to Advanced Character Artists
  • Technical Artists
  • UE4 Game Developer

Course content

13 sections • 128 lectures • 24h 26m total length

  • Preview05:08
  • 02_About_the_source_files
    05:36
  • Preview12:23
  • 04_Test_Bake_of_the_Jacket_and_Pants
    07:46
  • 05_Tweek_High_res_Model_for_baking
    10:47
  • 06_make_low_res_Model_for_baking
    06:45
  • Preview11:54
  • 08_Baking_with_cage_and_fixing_problems
    14:56
  • 09_Prepare_Jacket_and_pants_extra_high_res_model_for_explosion_model
    10:43
  • 10_Make_Explosion_model_for_baking
    09:52
  • 11_Bake_maps_on_exploded_model
    09:11
  • 12_Baking_the_rest
    12:06
  • 13_Swap_and_rebake_chanllege
    06:32
  • 14_Use_painting_to_fix_artifacts
    13:19
  • 15_Bring_Hair_and_Eye_Texture_in
    17:11
  • 16_Tweek_Display_Setting
    05:24

  • Preview10:31
  • 18_Skin_Layering_02
    14:39
  • 19_Skin_Layering_03
    09:13
  • 20_Skin_Roughness
    10:59
  • 21_Subsurface_Scattering
    09:39
  • 22_Prepare_photo_for_projection
    11:44
  • 23_Finish_tweeking_photo_for_projection
    08:23
  • 24_Project_the_face_on_the_model_in_Mari
    20:41
  • 25_Fix_eye_and_nose_artifacts
    12:50
  • 26_Fix_lips
    17:54
  • 27_Fix_other_artifacts
    08:25
  • 28_Use_projected_data_on_eyes
    09:06
  • 29_Use_projected_data_on_nose_and_lips
    14:57
  • 30_Use_projected_data_on_the_cheek
    07:04
  • 31_Use_projected_data_on_the_eyebrow
    14:24
  • 32_prepare_eyelash_geometry_for_xgen
    08:26
  • 33_Basic_guids_and_primitive_settings
    09:42
  • 34_Tweek_eyelash_distribution_and_variation
    08:28
  • 35_Convert_and_Finalize_eyelash_geometry
    15:28
  • 36_UV_an_bring_eyelash_to_Painter
    06:42
  • 37_knee_finger_nail_and_fishnet
    16:37
  • 38_Refine_Hair_Texture
    11:47

  • Preview07:57
  • 40_Substance_Designer_Finish_Vein
    10:38
  • 41_Substance_Designer_finish_eye_material
    13:38
  • 42_Substance_Designer_Transfer_eye_material_to_painter
    05:12
  • 43_Substance_Designer_Create_Base_Shape_of_the_Iris
    14:40
  • 44_Substance_Designer_Do_Iris_Color
    14:03
  • 45_Substance_Designer_Expose_parameters
    06:46
  • 46_Substance_Designer_use_Iris_material_in_Painter
    09:55

  • Preview11:48
  • 48_Leather_Material_Smaller_breakup_and_base_of_permenate_winkles
    09:42
  • 49_Leather_Material_Finishing_Shape
    10:29
  • 50_Organization_and_roughness
    11:55
  • 51_Leather_Material_Color
    08:20
  • 52_Publish_and_add_leather_material_to_Painter
    10:54
  • 53_Tweek_Leather_Material_in_Painter
    09:51
  • 54_Jacket_Add_High_ground_variation
    08:23
  • 55_Jacket_Add_Extra_Layer_of_Variation
    09:40
  • 56_Jacket_Varing_patch_colors
    14:48
  • 57_Add_Scratches
    12:39
  • 58_Fix_model_clipping
    14:01
  • 59_Set_up_base_material_for_pants
    09:53
  • 60_Pants_Leather_Low_ground_variation
    10:02
  • 61_Pants_Leather_High_ground_and_scartches
    10:03
  • 62_Bulid_Belts_Leather_01
    13:54
  • 63_Bulid_Belts_Leather_02
    10:43
  • 64_Bulid_bra_leather
    04:56

  • Preview03:48
  • 66_Knitting_Material_01_Base_Knitting
    12:39
  • 67_Knitting_Material_02_Extra_Details
    09:06
  • 68_Knitting_Material_03_make_Fabric_and_blend_it_in_knitting
    10:02
  • 69_Knitting_Material_04_setup_knitting_controls
    12:21
  • 70_Discover_uv_problems_on_the_laces
    10:13
  • 71_Fix_uv_problems_on_the_laces_and_rebake
    08:31
  • 72_finish_fabrics
    16:15

  • Preview09:46
  • 74_Blocking_the_boots
    16:55
  • 75_Make_Boots_Variations
    09:53
  • 76_Add_Dirt_and_Final_Adjustment
    13:45

  • Preview10:52
  • 78_build_onarmental_elements_02_leaf
    09:41
  • 79_build_onarmental_elements_03_compose_middle_circle
    10:16
  • 80_build_onarmental_elements_04_add_corner_spiral
    09:42
  • 81_build_onarmental_elements_05_simple_leaf_and_custom_functions
    14:46
  • 82_build_onarmental_elements_06_build_leaf_part
    09:16
  • 83_build_onarmental_elements_07_Fill_in_the_final_part
    13:49
  • 84_build_onarmental_elements_08_Finalizing
    10:38
  • 85_Apply_onarmental_detail_to_the_mesh
    11:36
  • 86_Apply_onarmental_detail_to_the_mesh_with_paint_layer
    15:32
  • 87_Other_ways_to_use_onarmental_shapes_built_in_substane_designer
    16:19

  • Preview13:41
  • 89_Use_the_stitch_brushes_on_the_bra
    14:08
  • 90_Use_the_stitch_brushes_on_the_gloves
    19:48
  • 91_Use_the_stitch_brushes_on_other_parts
    24:24
  • 92_Other_Adjustment
    17:19

  • Preview08:24
  • 94_Prepare_Animation
    13:11
  • 95_Import_Animation_in_UE4
    06:33
  • 96_Get_Textures_in_UE4
    08:19

  • Preview10:54
  • 98_Setup_Basic_Material
    14:35
  • 99_Finish_Garment_Materials_and_Lighting_Tweek
    11:10
  • 100_Basic_Skin_Mtl
    07:37
  • 101_Hair_Material
    16:03

Instructor

Ambience Lee
Professor
Ambience Lee
  • 4.5 Instructor Rating
  • 1,399 Reviews
  • 8,282 Students
  • 3 Courses

I am a full time college professor specialized in game development, I also have been working in a variety of animation studios like Beijing Daysview Digital Image Co, Passion Picture NYC. As an indie game developer, I has developed VR Apps for Gucci and Calvin Klein on their products.

I hold an MFA in Computer Animation from School of Visual Arts in New York City, and a BFA of Digital Media from China Central Academy of Fine Arts.

I am a Technical Artist with may skill sets including Rigging, Character Modeling, Animation, VFX, Game Development, C++, C# and Python Programming Languages. I have published papers like Unreal Engine 4 Architectural Visualization, Advanced Terrain Workflow with UE4, Discover a New Way to Create Believable Cloth in 3D World, and has been presenting my researches in conferences like 4th International Conference and Expo on Computer Graphics & Animation, Berlin, Germany, 11th International Conference on Design Principles & Practices, Toronto, Canada.

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