Model a complex 3d SciFi Ship with Maya and ZBrush
Model a complex 3d SciFi Ship with Maya and ZBrush, available at $44.99, has an average rating of 4.15, with 33 lectures, based on 12 reviews, and has 159 subscribers.
You will learn about Students will learn to quickly create a sci fi spaceship using simple methods, sticking with large shapes Students will grasp working with edge-extrusion modeling Students will learn to create and use an IMM (Insert Multimesh) Brush in Zbrush Students will use LiveBooleans in ZBrush to add details to the sci fi spaceship This course is ideal for individuals who are Students who have knowledge of Maya and ZBrush but who would like to get to explore how each can compliment the other. It is particularly useful for Students who have knowledge of Maya and ZBrush but who would like to get to explore how each can compliment the other.
Enroll now: Model a complex 3d SciFi Ship with Maya and ZBrush
Summary
Title: Model a complex 3d SciFi Ship with Maya and ZBrush
Price: $44.99
Average Rating: 4.15
Number of Lectures: 33
Number of Published Lectures: 33
Number of Curriculum Items: 33
Number of Published Curriculum Objects: 33
Original Price: $19.99
Quality Status: approved
Status: Live
What You Will Learn
- Students will learn to quickly create a sci fi spaceship using simple methods, sticking with large shapes
- Students will grasp working with edge-extrusion modeling
- Students will learn to create and use an IMM (Insert Multimesh) Brush in Zbrush
- Students will use LiveBooleans in ZBrush to add details to the sci fi spaceship
Who Should Attend
- Students who have knowledge of Maya and ZBrush but who would like to get to explore how each can compliment the other.
Target Audiences
- Students who have knowledge of Maya and ZBrush but who would like to get to explore how each can compliment the other.
In the Scifi Ship Series, we’ll sart by creating simple shapes via edge extrusion in Maya, as it’s one of the easiest methods to create viable meshes. When creating meshes in Maya, the fewer tools you use, generally, is the better your end result because you end up focusing on the best aspects of the tools to create what you need. Edge loops for better subdivisions are paramount when working with models that are going to be more than just ‘game ready’ (low poly) and will help create cleaner beveling when the mesh smoothes as opposed to subdividing without edge loops. Once the mesh has been imported into ZBrush, proper usage of polygroups will assist in mirrored details and overall cleanliness. IMM (InsertMultiMesh) Brushes are vital to helping to add the ‘greebles’ and accessories to hard surfaces to add interest. LiveBoolean is a new tool that’s paramount in creating inset cuts and booleaned shapes within the ZBrush subtools to add more futuristic details to parts of the sci-fi spaceship. When combining tools in ZBrush, like IMM brushes with LiveBooleans, the speed at which the model is populated with details is greatly decreased, which helps with tight deadlines in production. Add in using Slice Curves to add polygroups to a mesh with Curve Functions to create frame meshes that follow the seam of the polygroups precisely, and the end results are a model that looks thoroughly populated yet futuristically refined.
More about the Instructor:
Having 25 years of experience in the video game development/entertainment arenas, Stephen G. Wells is well versed in a variety of programs and production pipelines and strives to work as cleanly and efficiently as possible. Having done pretty much everything, he enjoys getting to share his knowledge and experience in the hopes that he can help students gain a better understanding and appreciation of what 3D computer art (in all its varying forms) has to offer.
Course Curriculum
Chapter 1: Blocking out the Main Shapes and Hull
Lecture 1: Download Source files here!
Lecture 2: Introduction
Lecture 3: Schematics and Modeling Foundations
Lecture 4: Cockpit Modeling
Lecture 5: Beginning the Main Hull
Lecture 6: Following Schematic Lines
Lecture 7: Finishing the Hull and Mirroring
Chapter 2: Wings, Fins, and Additional Details
Lecture 1: Introduction
Lecture 2: Building Wings
Lecture 3: The Wing Arm and Engine
Lecture 4: Creating the Rear Fin and Nacelles
Lecture 5: Expanding the Nacelles
Lecture 6: Nacelle Wings N Things
Chapter 3: Refining the Hull and Preparing the ZBrush
Lecture 1: Introduction
Lecture 2: Nacelle Hitch Piece and Rear
Lecture 3: Refining Hull Features
Lecture 4: Creating the Wing Fins
Lecture 5: Using Insert Edge loops
Lecture 6: Subdividing the Mesh to Import for ZBrush
Chapter 4: ZBrush Work and Details
Lecture 1: Introduction
Lecture 2: Greebles, Booleans, IMM Brush
Lecture 3: Nacelle IMM Brush Work
Lecture 4: Hull Intakes and Engine Work
Lecture 5: Adding Hull Elements
Lecture 6: Lower Nacelle Elements
Chapter 5: Polish Details and Presentations
Lecture 1: Introduction
Lecture 2: Booleans on the Nacelles
Lecture 3: Wing Arms Booleans
Lecture 4: Hull Panel Loops
Lecture 5: Extra Hull Booleans
Lecture 6: Beginning of the End
Lecture 7: Final Touches
Lecture 8: Bonus Lecture: Further Learning with 3dmotive
Instructors
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3dmotive LLC
High Quality 3d and Game Art Training by Industry Pros!
Rating Distribution
- 1 stars: 0 votes
- 2 stars: 0 votes
- 3 stars: 5 votes
- 4 stars: 0 votes
- 5 stars: 7 votes
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