
Transform concept art into game-ready, real-time, low-poly zebrafish models through remodeling and polygonal modeling, using Substance Painter, Photoshop, and Marmoset Toolbag for textures and final renders.
Introduction to Zmodeler!
Master the extrude tool in Zmodeler, using edge loops, smart attraction, and hotkeys (alt, shift, control) to sculpt precise game-ready grenade geometry.
Transform Ben Morrow's Elysium concept art into a game-ready grenade asset by mastering polygonal modeling, symmetry, extrusion, and clean topology with ZModeler.
Model a grenade by adding edge loops, bridging gaps, and extruding to form a solid shell. Ensure clean subdivision by avoiding rogue polygons and maintaining proper topology.
Model the grenade part by rounding edges, using retopology for the upper piece, and applying live boolean cuts with a cylinder while flipping normals outward for a clean, double-sided read.
Build a grenade part by retopologizing, enable symmetry, refine topology, and apply adoptive skin with precise thickness to deliver a game-ready asset.
Model the grenade’s upper part by adding an edge loop, extruding and transforming it, keep the geometry centered, then refine with bevels and clean, squared polygons.
Continue modeling the grenade, refine shapes, duplicate and center parts, extrude, and carve holes to shape clean topology.
Finish the grenade model by adding a sleek low-poly pin and refining the mesh with edge loops, extrude, bevels, and a spiral for a game-ready asset.
Refine grenade topology using poly paint to sketch clean islands, separate parts, and prepare for smooth subdivision and bevels while avoiding bad topology.
This video is meant only for those who have Zbrush 2021 and higher! We explore how to retopo using Zmodeler instead of Zspheres, utilizing new funcions that came with Zbrush 2021!
In this video we learn how to use Zshperes for retopology!
Learn to center and align grenade geometry, clean up topology, close holes with edge loops and bridges, and refine with masking and poly groups, preparing for mirroring and beveling.
Advance the grenade model by building four-point polygons, enabling symmetry on X and Z axes, and applying topology tools like adoptive skin to fix issues and refine the mesh.
This lecture teaches fixing welding gaps, aligning polygons, and using poly groups and creasing to prepare a grenade model for high-poly sculpting and texturing in substance.
Model the grenade by organizing geometry with poly groups, creating subdivision levels, applying creases, and turning this into a high poly version.
Combine grenade parts into one model, preserve the inner glowing material as a separate layer, unwrap UV maps, then create high and low poly versions and decimate for substance texturing.
Here you will find Grenade high poly Zbrush file, Genade Low poly Zbrush file, as well as *.fxb of those
Learn the basics of Substance Painter, from starting a new project and selecting resolution to navigating the interface, with non-destructive workflows, brush settings, layers, channels, and mesh maps.
Explore Substance Painter basics, from painting textures and applying smart materials to using brushes, projections, stencils, and environment maps for game-ready assets.
Start a Substance Painter project, set up low and high poly assets, bake mesh maps, and explore texture maps such as normal, ambient occlusion, curvature, position, and thickness.
Build a game-ready grenade texture in Substance Painter by layering base color and color variation, using nondestructive edits, then apply grunge dirt and metallic and roughness maps.
Duplicate the base layer, mask and color selected areas red with polygon field, then refine roughness with a dedicated layer and field mask while importing decals as textures with stencils.
Master emissive techniques in Substance Painter to create a glowing grenade asset. Set emissive intensity, apply blue glow with masks, and layer dirt and dripping rust for realistic edge lighting.
Learn to add variation to a mostly single-color grenade by splitting metal and color layers, masking with black fills, and adjusting dirt and blue scratches in substance painter.
Fine-tune the dirt level, apply a paint layer for a liquid-like grime, and use 3d simplex noise in the mask to add texture for a clean grenade render.
Here you will find all the Substance Painter files: scene, textures, smart material...
Export textures for various engines using output templates, then composite renders in Photoshop with non-destructive adjustment layers to produce a final hero shot.
Develop a super low poly grenade by retopologizing and separating parts, bake detail from a high-poly model in substance painter, and maintain clean topology with symmetry, bridging, and welds.
Build a game-ready, ultra-low-poly grenade by editing edges, applying symmetry, merging and welding vertices, and reducing polygons before transferring the model to substance for texture work.
Here is the ultra low poly Zbrush file and fbx!
Here are the Marmoset Toolbag files!
Guiding you on this journey is an award winning digital sculptor, Art Academy professor and a studio head with over 15 years of industry experience!
ZBRUSH-SUBSTANCE PAINTER-MARMOSET TOOLBAG
No prior knowledge of Substance needed!
We will start in Zbrush, doing Hard Surface modeling by mastering Zmodeler! We will model a SF Grenade based on 2d design by Ben Mauro!
I will show you my workflow for doing retopology in Zbrush, we will leverage the power of booleans and polygorups, all to create an exceptional model that we will bring into Substance Painter! If you never used Substance Painter, i got you covered- with an Introduction to Substance Painter section!
We will make complex textures and materials in Substance Painter and in the end render it all within Substance Painter, export it to Photoshop to create our final hero shot with just minor CC!
BUT we will not stop there! Once that is done we will go back into Zbrush to take our sculpt to the lowest poly count possible! Once we make the low poly model, we will bring it back into Substance Painter, transfer our surface and texture material from our previous sculpt! We now how a game ready low poly model!
We will take this into Marmoset Toolbag! If you never used it before, no worries, i make an introduction to Marmoset and take you step by step as we recreate our Substance materials and create an awesome scene that is now real time rendered in Marmoset! We use the Artstation export withing Marmoset to publish our model on Artstation so you can show the world your creation in full 3d glory!
GET ACCESS TO OUR SCULPTING IN ZBRUSH FB GROUP AND DISCORD CHANNEL!! Ask question, share progress, get C&C!!
Let's learn together!