
Learn the art of hand painted asset modeling through this introduction, outlining the craft's scope and setting the stage for further study.
Learn how to create and set up a Maya project, rename it to weapon_project, choose a location on the C drive, and save an empty scene in the scenes folder.
Import a reference image in Maya using image plane, align in front orthographic view, organize under a reference layer, and enable reference mode to prevent accidental selection while modeling.
Initialize a poly plane, set subdivisions to one, rotate to start modeling, then extrude edges, add edge loops, and align vertices using x-ray and world modes.
Mirror the geometry across the reference by placing the gizmo at the center, adjust the mirror direction and merge threshold, and use multi-color and multi-cut tools for asymmetrical details.
Apply depth to geometry by fixing angles with the multi-cut tool and connecting edges. Select faces across views, delete history, and prepare for unwrapping in hand painted asset modeling.
create two plane geometries with subdivision and orientation in the front view, then extrude and merge vertices; hide parts and prepare clean geometry with pivot and history deletion for unwrapping.
Learn to build the handle geometry by converting a cylinder into quad topology, deleting edge loops, extruding and beveling faces, and refining vertices in multiple views while preparing for UVs.
Learn to continue creating geometry by sculpting a plane, adding subdivisions, using edge ring splits, adjusting vertices, and hardening edges, all while preparing for uv unwrapping.
Create a diamond by subdividing a cylinder, shape vertices in front and perspective views, then delete half, unwrap uvs, and mirror across the axis.
Master uv unwrapping in maya by cleaning history, switching to the uv editing workspace, and unfolding and laying out shells for a 2048 by 2048 texture.
Complete a hand-painted weapon model by mirroring across axes and refining uvs in Maya, then prepare the geometry for texturing in Photoshop.
Set up a shader network and begin hand-painted texturing in Photoshop using an Arnold A-flat shader and SkyDome light; enable anti-aliasing and ambient occlusion to preview PSD textures.
Create base color layers in Photoshop for texturing a weapon model, using the pen tool, eyedropper, and paint bucket, then merge layers and begin painting textures in future steps.
Learn to set up base color in photoshop using layered masking, pen tool selections, and bucket and eyedropper tools, with reference workflows for maya integration.
Explore hand painted asset modeling through a hand paint texturing time-lapse that reveals the artistic process in rapid, visual form.
In this course you will get the knowledge of 3D applications like Autodesk Maya, Adobe Photoshop.
This course will guide to get started with how to approach your first hand painted 3d asset using autodesk maya and adobe photoshop.
You can use any other 3d application as well, if you just want to know the process, rather then the software skills itself.
This course is still very much relevant for you understand the basic idea behind creating such hand painted 3d assets.
Through this course you will acquire the skills-
how to create and set project in autodesk maya.
how to import reference in autodesk maya.
modeling techniques
uv unwrapping techniques
how to create shader network and PSD network
hand painting techniques using adobe photoshop.
Learning outcome as an Artist :- In this course we are going to emphasis more on the work-flow, Once the artist is comfortable with the work flow, they can create complex models in no time. you can follow along with the with the course or you can learn the process first and create your own model. and if you feel stuck or having any quires regarding with the course , feel free to ask us , we will revert back to you within 12 hours.
Note- Reference was taken from Pinterest, ( please support the official artist who made the concept art )