
Learn to create a damaged pillar prop for the VFX pipeline end-to-end. Explore modeling and texturing workflows, using Substance for textures and optimizing assets for animation and lighting.
Model the basic shapes in Maya 2016 by building a concrete blockout with tiles, setting units, snapping, and duplicating instances while aligning to a reference pillar design.
Master high-frequency detail by subdividing the mesh, splitting groups, and sculpting with dynamic brushes, trim dynamic alpha, and surface noise to create destructible, textured vfx props.
Master UV asset prep for a VFX pipeline using Maya, ZBrush, and Substance, including UV Master unwrap, detail projection, and controlled decimation with preprocess and freeze borders.
Learn how to break tower assets into tile variations, create silhouette breakup, apply decimation for efficiency, pack textures, and export clean UVs in a Maya, ZBrush, Substance workflow.
Learn to prepare UV assets by organizing tiles and base names for a clean VFX workflow. Export caches, duplicate and instance objects, and switch loads to optimize heavy Maya scenes.
Bake all textures and utility maps in Substance, set texture map options, and export at 2k–4k to drive a procedural workflow with per-piece color IDs from Maya.
Explore texturing in the visual effects pipeline by applying substance presets, layering smart masks, and adjusting rust, ceramic, and porcelain materials to achieve realistic dirt and surface detail.
Apply and refine textures using brushes to create stains, rust, and concrete details, adjust contrast and roughness, use mask generator, and save textures for future renders.
Export textures from Substance by selecting file for textures, adjust resolution and extension, set a path, and export to the chosen folder for quick verification.
Learn how to link textures across multiple tiles in a vfx pipeline using 3d textures, export textures efficiently, and retain texture fidelity when switching between lods.
Join Victory 3D and Skie to sharpen your skills in creating realistic props and gain expert advice to amplify your portfolio, with guidance for Maya, ZBrush, and Substance.
Instructor Info
Mieszko Lacinski is a professional Texture Artist/3D Generalist who had experience working on movies such as Wonder Woman, Thor Ragnarok, Justice League, The Nutcraker and more. He is currently working as a CG supervisor/Texture Lead for 3DE studio in Poland and loves his work because of the interaction and help that he can bring to the team. His advice for artists who want to make it in the film/movie industry is to always see the value of reference. He believes it is the most important tool to achieve any type of asset in 3D. Whenever possible, it's significant to find and collect references first and stick to them whenever possible. Mieszko's other interests include space exploration and basically anything related to space. He also loves 3D printing and the idea of using 3D printing to save lives.
Course Info
In this course, you will gain understanding on how to create an asset for a Visual Effects scene. You will be taken through the technical creation of the model and how to make it work in relation to film layout, animation, and lighting. Through the creation of LODs(Level of Distance) using Maya, you will learn about optimization industry standards for rendering. You will go through the steps of texturing using Substance, which is almost taking the lead as the software used in the film industry today. The entire course as a whole takes you through the process that every artist working in the movie industry goes through to create a professional realistic asset.