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This is structured in a progressive learning format.
Built on the principle of observation, verbal information, or instruction and repetition on the part of the observer.
The techniques demonstrated in the course can be applied across all sculpting and modeling software packages.
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Certificate of completion.
|Section 1: Course Intro|
|Section 2: Human Anatomy|
In this lecture series I demonstrate the process of blocking out the basic shape of a human head.
You will learn the basic proportion of the human head.
This exercise conditions your mind and wrist to moving around geometry with no inhibition.
In the lecture I demonstrate the process of sculpting a human head from the basemesh.
The exercise will show you how to break through the suggestion of the predefined proportion of the basemesh and recreate your own.
Reference images can be found in supplementary material section.
Sculpting a head with the basemesh 2 of 2
In this lecture series I take you through a step by step demonstration of blocking out the human head from a sphere and creating an anatomically correct face.
You will learn how to decimate shape and form and build up to proportions ready to be refined to create a face.
Sculpting the head from a Sphere 2 of 4
Sculpting the head from a Sphere 3 of 4
Sculpting the head from a Sphere 4 of 4
In this lecture series I demonstrate the process of sculpting the human form.
In the video You will learn how to breakdown and build up form on the basemesh with control!
You will learn how to adjust, pose and blockout the hands for later refinement.
|In this video you will learn how sculpt the arms and upper torso.
You will learn how to block in basic shape and refine it into the form of a muscle.
You will learn how to sculpt hi res detailed for abbs,pectoral, and arm muscle.
|In this lecture you we learn how to sculpt the legs muscle
You will also learn how to detail abdominal,back , and arm muscles.
|Section 3: 2D to 3D|
In this series we get to be loose and free and use everything that we've learned to interpret the stylized concept art.
The image used can be found in the supplementary material section.
How to interpret 2D concept art into a 3D model 2 of 3
How to interpret 2D concept art into a 3D model 3 of 3
|Section 4: Focused Studies|
In this lecture series we revisit the human torso, for an in-depth study on the form.
In the video you will learn how to sculpt SUPER RIPPED muscle detail!
Focus study of the upper torso V2of2
|In this lecture you will learn how to sculpt lean muscle on the human arm.
You will better your understanding of the muscles in the human arm.
Focus Study of muscle in the arms 2 of 2
|Section 5: How to create your own basemesh|
This lecture demonstrates the process of blocking out your basemesh in 3ds max.
You will learn how to create clean topology that can be sculpted.
You learn how to block out the hands, legs, and torso why maintain quad geometry.
The techniques used, can be applied in any 3D package
This lecture series I demonstrate the process of decimating a newly imported box blockout, and refining it to a form you could sculpt and build from.
You will learn how to create anatomy from nothing!
In this lecture I show the process of sculpting unique anatomic form.
You will learn how to block in the entire body for later detail refinement.
|In this lecture you will learner how to sculpted finer detail on a higher subdivision levels.
You will learn how to work on higher Sub D level to create finer detail.
In the lecture I finalize all the small detail.
You will learn how to sculpt on higher Sub D levels to create the hands and fingers.
You will learn how to refine your sculpt while working on higher Sub D levels.
You will learn how to detail the palm of the hands
|Section 6: CZARFACE Character Design|
In this Lecture series I take the newly created human base, and transform it into a character I designed called Czarface. Time to get creative!
You will learn how to remove the toes and replace old topology with new topology and transfer details in mudbox.
|This Lecture demonstrates the process of extracting geometry from the model to make garments as well as freehand modeling cloths on to the model.|
|In this lecture series we finalize the poly modeling and import into mudbox.
You will learn how to build volume of clothe to refine later.
|The lecture focuses of build up the footwear of the character and bring in large clothe folds and the pants and shirt.|
|In this series we focus on outlining and building the edge lining of the vest and creating seems.
You will learn how to use the knife brush to carve in design on clothe.
|In the lecture you will learn how to sculpt the gloves and bring out the folds|
|In this lecture we learn how to go about adding surface detail to the boots.|
|In this lecture we finalized the cloth and create his face!|
|Section 7: Course Outro|
I've worked in the gaming industry for 5 years and I've had the opportunity to work on such titles as Unreal 3, Saints Row, BlackSite Area 51, and Battlefield 2 to name a few. I've also taught on a college level for 4 1/2 years. I feel that if you have an open mind, I can teach you anything!