Retro Robot: 3D Game Art from Concept to Render
Retro Robot: 3D Game Art from Concept to Render, available at $39.99, has an average rating of 4.5, with 42 lectures, based on 9 reviews, and has 90 subscribers.
You will learn about Modeling hard surface character from concept art Converting low poly mesh to high poly mesh Baking high poly mesh to low poly mesh Photoreal texturing of hard surface character Rigging and setting up a dynamic character pose Cinematic photo studio lighting and rendering This course is ideal for individuals who are 3D artists who want to create something with a retro sci-fi theme or Substance Painter users who want to texture hard surface characters It is particularly useful for 3D artists who want to create something with a retro sci-fi theme or Substance Painter users who want to texture hard surface characters.
Enroll now: Retro Robot: 3D Game Art from Concept to Render
Summary
Title: Retro Robot: 3D Game Art from Concept to Render
Price: $39.99
Average Rating: 4.5
Number of Lectures: 42
Number of Published Lectures: 42
Number of Curriculum Items: 42
Number of Published Curriculum Objects: 42
Original Price: $44.99
Quality Status: approved
Status: Live
What You Will Learn
- Modeling hard surface character from concept art
- Converting low poly mesh to high poly mesh
- Baking high poly mesh to low poly mesh
- Photoreal texturing of hard surface character
- Rigging and setting up a dynamic character pose
- Cinematic photo studio lighting and rendering
Who Should Attend
- 3D artists who want to create something with a retro sci-fi theme
- Substance Painter users who want to texture hard surface characters
Target Audiences
- 3D artists who want to create something with a retro sci-fi theme
- Substance Painter users who want to texture hard surface characters
When it comes to most 3D art, it all begins with a piece of concept art. Something you drew up yourself, a piece of art you found online, or perhaps one given to you at work.
In this project-based course, we’ll be starting with a simple shaded drawing of a retro sci-fi themed robot.
With the concept art at hand, you’ll begin interpreting and translating it to 3D as faithfully as you can. Then add additional details to fill in the gaps left by the concept art. Choose your own materials and colors, decals and weathering effects to bring the 3D art closer to life. Hook it up to a simple rig and give a dramatic pose, then top it off with equality dramatic lighting. Finally, render out the final image.
By the end of this project, you’ll have brought a flat 2D concept art to life as a fully realized 3D art.
In order to help you accomplish all of that, this course will guide you through the following major steps:
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Modeling hard surface character from concept art
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Converting low poly mesh to high poly mesh
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Baking high poly mesh to low poly mesh
-
Photoreal texturing of hard surface character
-
Rigging and setting up a dynamic character pose
-
Cinematic photo studio lighting and rendering
The tools we’ll be using are:
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Blender 2.9
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Substance Painter
A summary of the skills you’ll end up with after the course:
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Ability to translate concept art to 3D
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Knowledge of photoreal texturing techniques
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How to pose and light characters for beautiful renders
Course Curriculum
Chapter 1: Introduction
Lecture 1: Introduction and Overview
Chapter 2: Modeling – Blender
Lecture 1: Lesson 1 – Rough Block In
Lecture 2: Lesson 2 – Refining Head and Torso
Lecture 3: Lesson 3 – Refining Arms
Lecture 4: Lesson 4 – Refining Legs
Lecture 5: Lesson 5 – Refining Claw Hands
Lecture 6: Lesson 6 – Additional Geometry
Lecture 7: Lesson 7 – Modeling Antennae
Lecture 8: Lesson 8 – Cleaning Up Geometry
Lecture 9: Lesson 9 – Marking Seams Pt. 1
Lecture 10: Lesson 10 – Marking Seams Pt. 2
Lecture 11: Lesson 11 – Organizing Geometry
Lecture 12: Lesson 12 – Convert to High Poly Pt. 1
Lecture 13: Lesson 13 – Convert to High Poly Pt. 2
Lecture 14: Lesson 14 – Prepare for Export
Chapter 3: Texturing – Substance Painter
Lecture 1: Lesson 15 – Baking High to Low
Lecture 2: Lesson 16 – Setting Primary Materials
Lecture 3: Lesson 17 – Setting Secondary Materials
Lecture 4: Lesson 18 – Adjusting Base Materials
Lecture 5: Lesson 19 – Height Painting the Head Pt. 1
Lecture 6: Lesson 20 – Height Painting the Head Pt. 2
Lecture 7: Lesson 21 – Height Painting the Head Pt. 3
Lecture 8: Lesson 22 – Height Painting the Torso Pt. 1
Lecture 9: Lesson 23 – Height Painting the Torso Pt. 2
Lecture 10: Lesson 24 – Height Pattern for Limbs
Lecture 11: Lesson 25 – Height Painting the Hands and Feet
Lecture 12: Lesson 26 – Applying AO on the Head
Lecture 13: Lesson 27 – Applying AO on the Limbs
Lecture 14: Lesson 28 – Painting Emissive Eyes
Lecture 15: Lesson 29 – Stamping Decals
Lecture 16: Lesson 30 – Procedural Weathering Effects
Lecture 17: Lesson 31 – Painting In Scratches
Lecture 18: Lesson 32 – Painting Additional Grunge and Exporting
Chapter 4: Rendering – Blender
Lecture 1: Lesson 33 – Setting Up Shader
Lecture 2: Lesson 34 – Reorganizing Mesh
Lecture 3: Lesson 35 – Creating the Skeleton
Lecture 4: Lesson 36 – Limb Geo Adjustments
Lecture 5: Lesson 37 – Weight Painting the Torso
Lecture 6: Lesson 38 – Additional Weight Painting and IK
Lecture 7: Lesson 39 – Posing the Character
Lecture 8: Lesson 40 – Simple Background and Lighting
Lecture 9: Lesson 41 – Finish Lighting and Render Image
Instructors
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Daniel Kim
Designer and 3D Artist
Rating Distribution
- 1 stars: 0 votes
- 2 stars: 0 votes
- 3 stars: 0 votes
- 4 stars: 6 votes
- 5 stars: 3 votes
Frequently Asked Questions
How long do I have access to the course materials?
You can view and review the lecture materials indefinitely, like an on-demand channel.
Can I take my courses with me wherever I go?
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