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Zbrush, 3ds Max, Substance 3d Painter, Bane Creation Course
Rating: 4.7 out of 5(15 ratings)
124 students

Zbrush, 3ds Max, Substance 3d Painter, Bane Creation Course

An in depth course on modeling and sculpting realistic Bane Bust.
Created byOleg Khonko
Last updated 10/2022
English
English [Auto],

What you'll learn

  • Sculpting muscular body
  • Adding Skin details, veins and many more
  • Making Bane's cool props such as t-shirt, mask, gloves, belt
  • Making hard surface details with proper topology for clean subdivisions
  • Learning important technics for modeling different props
  • Making retopology from sculpted mesh
  • Cleaning topology after boolean's operations
  • Making UV's
  • Texturing all props for photorealistic looks
  • Make custome materials
  • Texturin skin material for body and hands
  • Learning different technics for adding cool details, scratches, grunge, dirts, peeling effect
  • Overview rendering process for Marmoset toolbag and Arnold for 3ds max
  • Overview materil configarations
  • Light properties and placement
  • Explaine how to properly setup rendering configurations
  • Denoising image in Arnold

Course content

3 sections • 77 lectures • 20h 40m total length
  • Introduction3:13

    Explore the full workflow from 3d block out to rendering in this urban design tutorial, guiding you through designing and finalizing a 3d render.

  • 1-0 Preparing base mesh1:33

    Begin your base mesh by starting with a mannequin, access the mannequin folder, and rotate the joints to establish pose before proceeding to refine and prepare for sculpting.

  • 1-1 Blocking main shapes18:18

    Block main shapes in ZBrush by building a rough silhouette from a base mesh, using reference imagery and sculpting brushes to add volume to arms, shoulders, torso, and neck.

  • 1-2 Refining the main shapes and sketching the mask15:32

    Refine the main shapes by sculpting shoulders, traps, forearms, and back, sketching the mask, and adjusting proportions with clay buildup while keeping the mesh low to emphasize primary forms.

  • 1-3 Continuing to work on a model18:57

    Continue refining a 3d character model with the move brush, fixing head proportions and defining chest, abs, obliques, traps, shoulders, and arms while matching reference and smoothing jagged edges.

  • 1-4 Refining main shapes18:48

    Learn to refine main shapes in Zbrush by using scans as reference, iteratively shaping the abdomen, shoulders, arms, and forearms while comparing from multiple angles and using real references.

  • 1-5 Working on a mask20:27

    Refine the mask by sculpting to match a reference, adjust neck and jaw proportions, build volume with clay build and clip brushes, and apply color to define eyes.

  • 1-6 Working on a fists14:12

    Continue sculpting a fist and torso in Zbrush, using move, clay build, and inflate brushes, guided by references to shape fingers, knuckles, back muscles, and abdominal form with iterative refinements.

  • 1-7 Making accessories13:27

    block out belt, chest piece, and straps using the cleave pillar brush to define shapes, refine topology, and mirror components against references.

  • 1-8 Refining the shape of the mask11:01

    Refine the mask shape by sculpting volume with the clay brush, defining borders with the standard brush, and adding bone landmarks guided by reference images from multiple angles.

  • 1-9 Blocking a t-shirt15:26

    Block a t-shirt and straps in zbrush, refining shape with masking, extract and polish features, adjust proportions, and sculpt fist details while checking from every angle.

  • 1-10 Refining a body11:14

    Refine the body by subdividing the model using layers, sculpting muscles with clay brushes and alpha details, and aligning with references to preserve prior details.

  • 1-11 Refining a body 217:38

    Refine the body sculpture by shaping the lower back, chest, and obliques with brushwork, preserving earlier details while seeking defined muscle separations and accurate anatomy.

  • 1-12 Refining a body 321:40

    Refine the arm anatomy in ZBrush by sculpting triceps, forearm muscles, and shoulder definitions, using reference imagery and standard clay build brush to add muscle separations and surface details.

  • 1-13 Adding secondary shapes to a fists22:02

    Continue sculpting fists in ZBrush, refining landmarks and finger separations with references, adding volume and tissue detail, and posing with the gizmo using masks and transforms.

  • 1-14 Adding secondary shapes to a body20:20

    Refine a character model using clay and standard brushes, adjust the shirt and body to reveal secondary shapes, muscle fibers, and better proportions with subdivision algorithm.

  • 1-15 Adding folds for a t-shirt23:10

    Refine t-shirt folds in ZBrush by using vertical back folds, alpha brushes, and topology tools, guided by references, with non-destructive duplicates to test proportions and refine shapes.

  • 1-16 Making UV and working on t-shirt23:12

    Sculpt and refine muscle fibers on a 3d character, adjusting topology and layers for detail. Project a t-shirt onto the body and fine-tune textures and smoothing.

  • 1-17 Refining muscles15:38

    Refine the 3d model by adding muscle separations with the standard brush, shaping shoulder muscle fibers and softening surface details for more defined, realistic anatomy.

  • 1-18 Work on shoulders and mask19:54

    Refine the character mask and shoulder anatomy by adjusting proportions, exploring shapes, and adding muscle definition with brushes and references.

  • 1-19 Mask retopology27:32

    master mask retopology in 3ds Max by refining topology, extruding edges, redistributing polygons, and welding loops, while using ctrl+alt+shift and shift-drag techniques to connect borders.

  • 1-20 Refining mask in Zbrush17:01

    Refine the mask in Zbrush by rebuilding subdivision levels, fixing topology, and adjusting materials, while using the brush, lasso tool, and dynamic subdivisions to restore detail and clean borders.

  • 1-21 Adding a pattern to a t-shirt11:10

    Refine a 3d character by sculpting natural muscles from reference and add a t-shirt pattern with noise for surface detail, planning support loops to fix jagged edges.

  • 1-22 Continue to work on a t-shirt7:11

    Develop and refine a t-shirt texture in Zbrush, projecting damages, shaping stitches, and addressing jagged edges while planning loop support and pattern redraws.

  • 1-23 Adding veins28:02

    Apply alpha and wing brushes to add veins, adjusting size and placement to match reference, while masking to prevent unwanted projection and iterating by erasing and redoing when needed.

  • 1-24 Refining veins and adding skin pores26:14

    Continue refining the model's anatomy with sculpting brushes to bulk up the shape, define surfaces, and apply alpha textures to break the skin surface and add pores and subtle imperfections.

  • 1-25 Adding a pattern to mask14:24

    Learn to add a pattern to a mask by projecting details, duplicating and merging mask areas, and refining with brushes to create volume and a cleaner pattern on the model.

  • 1-26 Adding details to mask17:43

    Refine and add details to the model's mask using gemstone and clip brushes, exploring shapes, tension folds, noise tweaks, and manual surface breaks to enhance texture and form.

  • 1-27 Adding details to mask 225:55

    Add lines to the mask and refine details by masking, inverting, and applying patterns to selected regions, disable symmetry for variation, and adjust the eyes and nasal areas.

  • 1-28 Working on a shoulders6:40

    Continue refining a mask design by detailing the shoulders and muscle fibers. Use brush techniques to rework features in this bane creation course chapter.

  • 1-29 Working on a traps10:18

    The instructor refines the shoulders and traps, enlarging the traps for a better front view, then projects details onto the t-shirt while managing wrinkle layers.

  • 1-30 Making a base8:58

    Learn base creation in Zbrush by extruding, selecting, and centering geometry, refining with subdivision levels, and mirroring details for clean renders.

  • 1-31 Making a gloves13:43

    Refine the glove model by adjusting fists and proportions, duplicating layers, and preparing a gloss pass by sculpting at the lowest subdivision, separating poly groups, and tweaking shapes.

  • 1-32 Refining gloves in 3ds Max14:18

    Refine gloves in 3ds Max by adjusting the mesh, applying materials, beveling patches, and manually tweaking glow to create a polished, color-varied model.

  • 1-33 Continuing to work on gloves13:47

    Continue to work on gloves by selecting polygons, extruding, deleting unnecessary sections, welding vertices, adding thickness, and attaching pieces to complete the glove mesh.

  • 1-34 Adding details to gloves19:27

    Apply subdivisions to refine the gloves, tweak stitches and seams with layers, and use move and scale brushes to adjust proportions and design details.

  • 1-35 Adding details to gloves 224:10

    Refine glove details by adjusting lines and knuckles, applying layers and masks to shape borders, control value, and pattern for a realistic material look.

  • 1-36 Adding details to gloves 325:38

    Continue refining a 3d model by reworking symmetry, adding brush-based details to gloves, and using masks to control noise, guided by references.

  • 1-37 Adding details to gloves 414:59

    Continue adding details to gloves using the correct brush, refine the piece with color work, and deliver a Borderlands-inspired look.

  • 1-38 Refining my props13:31

    Refine props by adding surface details and textures, including wrinkles and scratches, using brushes and subdivision to transform a mask and a t-shirt into a cohesive final model.

  • 1-39 Finishing my model17:31

    Finish and refine my 3d model by connecting mask shapes, adjusting hand geometry, and adding details with layers, alpha brushes, and subdivision, using Zbrush, 3ds Max, and Substance 3d Painter.

  • 1-40 Texturing Base0:37

    Keep the texturing base simple and focus on essential elements like the mask and channel to define texture quality.

  • 1-41 Texturing Body4:03

    Explore body texturing using smart materials, applying red tones and skin colors with a spray brush, and adjusting density and intensity to achieve subtle surface color.

  • 1-42 Texturing Gloves1:48

    Explore creating glove textures by testing gloss with a dimension material, layering smart materials, and adjusting surface details, color, and roughness across knuckles.

  • 1-43 Texturing Mask0:42

    Texture a mask using two smart materials, one cell phone and the other damage to smart materials, and tweak the materials from the mesh.

  • 1-44 Texturing Mask 21:03

    Layer a texture mask with color first, then dirt, then a mask editor layer, and adjust levels and paint to modulate intensity, ultimately intensifying edges.

  • 1-45 Texturing T-Shirt2:02

    Intensify the texturing of a t-shirt and add color to the edges, using the mesh series for enhanced results.

  • 1-46 Air particles0:32

    Create four particles, align the planes, use the chopper, and convert the result to digital polling for expert-level outcomes.

Requirements

  • Zbrush, 3ds Max basic knowledge

Description

GOAL OF THE COURSE :

Hi, my name is Oleg and I did this course in collaboration with my brother Bogdan. At the end of this course you will be able to model and sculpt the advanced Bane bust model, you will also be able to make realistic clothes and accessories in Zbrush and 3ds Max from start to finish. Also you will learn how to make a proper topology and UV's, achieve a photorealistic look for your textures in substance painer 3d and do a stunning renders in Marmoset Toolbag 4 and Arnold for 3ds Max.


IN THIS COURSE YOU WILL LEARN :


Zbrush:

- In this tutorial you will learn how to make organic model in ZBrush

- Initial anatomy sculpting and refining

- Adding Skin details, veins and many more

- Making Bane's cool props such as t-shirt, mask, gloves

- Making low poly model with zremesher


3ds max:

- Making hard surface details with proper topology for clean subdivisions

- Learning important technics for modeling different props

- Making retopology from sculpted mesh

- Cleaning topology after boolean's operations

- Making UV's


Substance Painter:

- Texturing all props for photorealistic looks

- Make custome materials

- Texturin skin material for body and hands

- Learning different technics for adding cool details, scratches, grunge, dirts, peeling effect


Rendering:

- Overview rendering process for Marmoset toolbag and Arnold for 3ds max

- Overview materil configarations

- Light properties and placement

- Explaine how to properly setup rendering configurations

- Denoising image in Arnold

Who this course is for:

  • Intermediate students and artists who has Zbrush and 3ds Max experience and who wants to improve their sculpting, poly modeling, texturing and rendering skills.