
Introduction to the tutorial.
In this videos I'll be showing you some of the hardware and software that we will be using.
In this video I'll be talking about how to take our images, so that they are ready for creating 3d scanned model.
In this video I'll give you more details about MehsRoom and some of the options there are in the software.
Finishing the model inside MeshRoom.
Getting the mesh with textures inside 3Ds Max and fixing the scale and rotate issues.
Cleaning and deleting un-needed geometry and getting everything ready for ZBrush.
Exporting mesh to ZBrush, some things to look after.
Importing out mesh to ZBrush where we will make a low poly and base for the UVs
We are going to optimize the UVs innside 3Ds Max.
Inn this video we will use XNormal to transfer our textures from the scanned model to the optimized one.
How to bake models inside Painter, adding your diffuse texture and editing the roughness.
Hi, I’m Stefan Ivanov
Professional Artist with more than 10 years of experience in AAA Game Development. Last 5 years I was working as Lead Artist and Senior Technical Artist and I was involved intro training boot camps and junior artists joining the studio teams. I've been working with studios like Gameloft, Warner Bros. and most recently Ubisoft.
In this tutorial series I'll show you my workflow of creating 3D scanned models. I've been developing and optimizing the process for a long time so that I can summarize it and make it easy, fast and most importantly high quality to be ready for professional production. Don't be intimidated by the softwares that we will be using as I'll guide you through them with a methodology that will help you understand not only the functions that we will use, but also the logic behind them.