Stylized Character Arts For Games [CGMA, Weston Reid - 2022]
- Publisher
- CGMA
- Product Type
- Video Course
- Author
- Weston Reid
- Language
- English, English subtitles
- Duration
- 17:01
- Release date
- Dec 1, 2022
- Skill level
- 3.00 star(s)
- Project Files
- Yes
- Product Price
- $749
In this course, students will learn how to model and texture a stylized, hand-painted model from Weston Reid, a Lead Character Artist at Moonshot Games. Over 8 weeks, students will learn the principles and workflows to model and texture a bust using ZBrush, Substance Painter, 3DCoat, Photoshop, and Marmoset Toolbag. Topics covered include dynamic subdivision, ZModeler, Substance Painter grayscale generation, 3DCoat and Photoshop painting, and rendering/presentation in Toolbag. Students will learn about shape and silhouette, value range, and color theory among other principles. The course will also cover how to use a combination of ZModeler/dynamic subdivision with DynaMesh/ZRemesh workflows to make a clean stylized model. Students will learn how to interpret stylized concepts into 3D and how to improve problem areas in 3D; how to utilize bake maps to expedite the texturing process; and how to hand-paint texture and the concepts of value, gradients, color theory, and light. Finished work will be a stylized bust from concept in both ZBrush and as a low-poly game art model using a flat unlit texture.
Please note, this course is not suited for beginner to intermediate students.
Week #1 Introduction/Course Overview/ZBrush Blockout:
- Review Course Syllabus
- Discuss workflow overview using ZBrush, Substance Painter, 3DCoat, Photoshop
- Review production requirements (naming conventions, file size, format, etc.)
- Principles of good stylized modeling (silhouette, exaggeration)
- Blockout modeling using ZModeler, dynamic subdivision, crease edge, DynaMesh
Week #2 ZBrush Secondary Pass/Polish:
- Cleanup shapes from blockout pass
- Secondary shapes using ZModeler and dynamic subdivision; crease edge for clean shapes
- Secondary shapes using DynaMesh/ZRemesh
- Detail work and exporting to Toolbag
Week #3 Lowpoly Retopologize and UV Creation/Baking:
- Export highpoly model for retopologization
- Principles of good topology
- UV generation and proper usage of 0-1 UV space
- Separate UV and materials for special material types (transparency, etc.)
- Using Toolbag for baking and fixing bake errors
Week #4 Handpainting Basics and Theory:
- Overview of prop models and the material types they represent
- Material type descriptions and properties
- Grayscale value range layer stack and 3DCoat texturing
- Gradient application in Substance Painter and finalizing in 3DCoat, Photoshop
- Material and texture application in Toolbag
Week #5 Grayscale Texture Pass 1:
- Overview of Substance Painter grayscale stack
- Texture export for 3DCoat
- Texturing workflow and philosophy
- Light/shadow and value ranges
- Material types and reflection
Week #6 Grayscale Texture Pass 2:
- Continued refinement of grayscale
- Texture export and reimport to Substance Painter
- Levels adjustment and correction
- Applying color gradients to grayscale in Painter
- Exporting color diffuse back to 3DCoat
Week #7 Color Texture Pass:
- Color pass texturing in 3DCoat, Photoshop
- Shape and value cleanup
- Special material types texturing
Week #8 Final Polish and Posing for Render:
- Final model and texture
- Model and texture polish and tweaks
- Camera setup in Toolbag
- Color correction and rendering presentation
- Turntables and model viewer scene
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