Horse modelling in Modo 3D
Horse modelling in Modo 3D, available at $49.99, has an average rating of 4.67, with 39 lectures, based on 3 reviews, and has 50 subscribers.
You will learn about boxmodelling sculpting uv-mapping baking creating a normal map creating fur This course is ideal for individuals who are intermediate 3d modellers It is particularly useful for intermediate 3d modellers.
Enroll now: Horse modelling in Modo 3D
Summary
Title: Horse modelling in Modo 3D
Price: $49.99
Average Rating: 4.67
Number of Lectures: 39
Number of Published Lectures: 39
Number of Curriculum Items: 39
Number of Published Curriculum Objects: 39
Original Price: $19.99
Quality Status: approved
Status: Live
What You Will Learn
- boxmodelling
- sculpting
- uv-mapping
- baking
- creating a normal map
- creating fur
Who Should Attend
- intermediate 3d modellers
Target Audiences
- intermediate 3d modellers
This is a huge course, for intermediate Modo users that will learn you how to create a 3D horse, using the professional 3D modelling application Modo (Foundry).
If you are new to Modo, it would be best to watch my previous course (3d modelling – a Modo modelling guide) before enrolling to this course. The previous course is a bit outdated, but most of the tools still function the same way.
This course has been made with Modo 12.
In this course you will learn a lot. You will learn how to import reference images. You will also learn how to use an external application called PureRef for using even more reference images. Then you will learn the basics of box modelling. And with a basic mesh created, you will sculpt it, refine your sculpt during the sculpting process and convert it to a regular mesh. Next you will learn how to do a basic unwrap of your model (uv-mapping), adjust your UV-map and find/fix errors. I will lead you through the hair and fur materials and how to use the tools for sculpting the hair. Many methods for creating and placing fur will be discussed, including a method of exporting them to a game engine.
You will learn in depth about normal map baking. Including most of the pitfalls and how to fix things, if they don’t work. You will learn the basics of colormanagement for baking maps. And bake an ambient occlusion map. Finally you will learn how to use the (very basic) painting tools in Modo, to create pbr maps and change the settings in Modo to export your low-poly model to for example Unity game engine.
Course Curriculum
Chapter 1: Introduction
Lecture 1: Introduction
Chapter 2: course
Lecture 1: 2. Importing reference images and start boxmodelling
Lecture 2: 3. Creating the first block
Lecture 3: 4. Linear falloff and bevel
Lecture 4: 5. Blocking out the tale and legs
Lecture 5: 6. Refining the head, ears, hoofs. Using the mirror tool
Lecture 6: 7. Sculpting. Using PureRef
Lecture 7: 8. Using the mask tool. Sculpting using reference images
Lecture 8: 9. Creating a mouth and using automatic retopology to create a new base mesh
Lecture 9: 10. Fixing symmetry in auto retopology. Starting over using a different method
Lecture 10: Automatic Retopology
Lecture 11: Pen tablet settings. Eyes, ears
Lecture 12: 12. Refining the shape
Lecture 13: 13. Refining part 2
Lecture 14: 14. Mouth and eye
Lecture 15: 15. Refining part 3
Lecture 16: 16. Teeth part 1
Lecture 17: 17. Basic unwrapping. The basics of smoothing and vertex normals.
Lecture 18: 18. Create a cage and basic normal map baking. Creating the second tooth.
Lecture 19: 19. Fixing problems with normal map baking.
Lecture 20: 20. Combining the uv-maps. Baking
Lecture 21: 21. Positioning the teeth
Lecture 22: 22. Moving the Center of the mesh and snapping to locator
Lecture 23: 22a. Teeth in mouth. Matcaps and refining the eye.
Lecture 24: 23. Sculpt presets. Refining
Lecture 25: 24. Fixing a shader error. Hoofs. Fur and hair.
Lecture 26: 25. Hair tools. Sketch guides.
Lecture 27: 26. Hide guides. Combine hair. Vector map.
Lecture 28: 27. Vector map sculpting. Seams for the horse
Lecture 29: 28. Seams part 2. Shading error. Creating the tongue.
Lecture 30: 29. Refinging the gums. Freezing the horse. Static mesh.
Lecture 31: 30. Fixing errors in the low poly horse
Lecture 32: 31. Advanced uv-mapping. Fur density map. Topology pen.
Lecture 33: 32. Color management. Fixing gamma.
Lecture 34: 33. Bake item. Tangent basis. Baking the horse normal map
Lecture 35: 34. Fixing normal baking errors. Fixing the yellow uv problem.
Lecture 36: 35. Hair strips. Start painting the horse.
Lecture 37: 36. Baking ambient occlusion. Metallic, albedo, normal maps.
Lecture 38: 37. Painting presets. Tips for exporting
Instructors
-
Daniel Cremers
3d modeler, sound designer, illustrator
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- 4 stars: 1 votes
- 5 stars: 2 votes
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