
Free sample montage with excerpts from 2 lectures for you, to have a glimpse of the course's content.
No captions on this sample, but all the lectures have proper english captions.
In this first lecture you will learn the proper state-of-mind, mindset and some tips to come up with fresh ideas for characters (humans and other creatures). Also a proper method to create and develop a character before any attempt to draw him on paper or make him in 3D. Suggestions on how to put your mind in a favorable state to come up with ideas and also a reminder on work ethics.
In the downloadable materials for this lecture you will find the file with the customized Blender keyboard shortcuts the instructor uses in his daily work routine.
In this lecture we're going to learn ways and tips for doing proper research and reference collection.
Dedicating time to do proper research and gather reference information (articles, books, documentaries, movies on a subject) is fundamental to coming up with dense, consistent characters that has value to offer to the audiences and help a work of narrative achieve inherent value, not only today but to the cultural heritage of humankind.
This is a brief lecture highlighting the importance and benefits of working since the beginning of modeling under high quality lighting conditions that look very close to the final context in a realtime game engine.
In the Downloadable materials section for this lecture you will find the links the instructor recommends to help you power up Blender's viewport lighting setup to enhance it as you work on your characters, for your own fruition, and to better showcase your work to other people, right from the beginning of modeling.
In this lecture we go over tips and methods for developing the base anatomy for our character. When creating characters, a sound and well structured anatomy foundation is more than half the way to achieve a successful 3D character.
In this lecture we will watch the traditional method for arriving at a completed base anatomy, that involves setting up one or more 2D reference images and building the model up from scratch.
In the Downloadable materials section for this lecture you will find a text file with a quick list of recommended books on Anatomy, for the student who wants to start his path towards mastering human anatomy.
In this lecture we continue on the subject of Base Anatomy, but this time we utilize a different workflow, more recent, that involves kitbashing parts and make use of 3D scans as a basis to compose our character.
In the Downloadable materials section for this lecture you will find a text file with a quick list of recommended books on Anatomy, for the student who wants to start his path towards mastering human anatomy.
In this lecture we will continue with the composition of our character, adding garment, equipment, and details.
We demonstrate some different methods for the creation of such elements, giving insights on how and when choose each method for the task at hand, while also continuing giving tips and insights into the design process involved in crafting a 3D character.
In this lecture we further compose and detail our character, demonstrating traditional and innovative methods for detailing character elements.
We also give an overview and demonstrate the creation of smart materials, that can be reuse over and over again for our characters, and are also very useful for fast tracking look development.
In this course you will learn a cutting-edge innovative method to very quickly and efficiently end up with a 3D high-end photorealistic 3D character for games in Blender. This is Part 1 of a two-part course. Here in Part 1 you will bring the character to a very important step known as look development, where you try to visualize as soon as possible the asset as it will look in the game when finished, before commiting to time-consuming finishing technical tasks. This way you have more flexibility to experiment with designs before approving and thus avoid loosing time and effort.
Along the way you will also learn and absorb all the basic fundamentals that goes into crafting a photorealistic creature for games, and most of this knowledge also applies to pre-rendered computer graphics media. We will cover these topics (and more):
Techniques and state-of-mind to come up with ideas.
How to properly research and gather reference images, and infuse them onto your character.
Thought process and design choices every skilled professional creature artist goes through.
Fundamentals of anatomy and how we apply them to any kind of creature, from human to alien.
Kitbashing techniques using 3D scans, to make sure anatomy is nailed down and skip time consuming steps.
Kitbashing techniques using AI-generated images, with quick turnaround times, ideal for look development.
Painting textures in Blender using both stencil projection and hand painting techniques.
How to quickly blockout character elements, like armor, garment and props.
Overview of smart material creation workflow in Blender
*A note: This is the first course I'm making available in Udemy and the audio is in portuguese (with subtitles in many languages). But the following ones (starting with Part 2: from look dev model to finished asset) will have the audio recorded in english, to make it easier for non-portuguese speaking students to use them.
Also worth noting is that the teaching format of this specific course is of timelapse videos 1 hour long in average. But I also intend to make available step-by-step courses on specific tasks and subjects, in Blender and possibly in other software, like Unreal Engine 5, Unity, Quixel Mixer, Adobe Painter and Designer, Maya, Zbrush, among others. Maybe also on digital painting and sketching for concept design. So, keep an eye in my page in Udemy for more content in the future.
Also, I'm offering extra Q&A and hands-on online meetings on-demand for those students who wish to have more support. This is not included in the price of the course in Udemy, though. If you have interest in this live sessions, contact me via personal messaging.