Mastering Digital Design - Advanced Modeling and Texturing for Games, Architecture, and Film (Part 2)


  • Mastering Digital Design - Advanced Modeling and Texturing for Games, Architecture, and Film (Part 2), Singapore elarning online course
  • Mastering Digital Design - Advanced Modeling and Texturing for Games, Architecture, and Film (Part 2), Singapore elarning online course
  • Mastering Digital Design - Advanced Modeling and Texturing for Games, Architecture, and Film (Part 2), Singapore elarning online course
  • Mastering Digital Design - Advanced Modeling and Texturing for Games, Architecture, and Film (Part 2), Singapore elarning online course
  • Mastering Digital Design - Advanced Modeling and Texturing for Games, Architecture, and Film (Part 2), Singapore elarning online course
  • Mastering Digital Design - Advanced Modeling and Texturing for Games, Architecture, and Film (Part 2), Singapore elarning online course

Course Description

In this course, it focuses on sculpting and using dDo, as instructor Galen Davis takes us through the complete pipeline of creating a Fantasy Shield. This course takes a complete look at modelling and unwrapping a hard-surface prop, starting with creating a high poly of this bomb-case asset. Moving forward, Emiel Sleegers will be going over on how to create a tileable texture using both ZBrush and Substance Designer. To start he will be sculpting some tiles in ZBrush and then use that sculpt to export various height, normal, and lightmaps. From there, he will begin his journey into Substance Designer where he will be showing you how to create the final diffuse, normal, height spec, and gloss maps. To wrap things up, he will be taking everything into Marmoset to get a quick preview of how everything will look in its final state.

Learn tips and tricks of creating dynamic animation and games design.

- Know about the different branches in animation
- Learn about what goes into making a successful animation
- Understand better about the designing process with this course
- Be able to create your own monsters and creatures at the end of this course


Course Objectives

1. Know how to use dDo for sculpting
2. Learn the entire process to create a Fantasy Shield  
3. Be able to model and unwrap hard-surface prop  
4. Know how to create tileable textures  with ZBrush and Substance Designer
5. Learn how to sculpt with different elements  


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Content

Fantasy Shield with dDo - Volume 1

Preview Available

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Resource Files

Chapter 1 - Introduction

Chapter 2 - Low Poly Modeling 01

Chapter 3 - Low Poly Modeling 02

Chapter 4 - Low Poly Modeling 03

Chapter 5 - ZBrush Prep

Chapter 6 - ZBrush Sculpting 01

Chapter 7 - ZBrush Sculpting 02

Chapter 8 - ZBrush Sculpting 03

Chapter 9 - ZBrush Sculpting 04

Fantasy Shield with dDo - Volume 2

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Resource Files

Chapter 1 - Introduction

Chapter 2 - Creating the Base Maps 01

Chapter 3 - Creating the Base Maps 02

Chapter 4 - Texturing Using dDo 01

Chapter 5 - Texturing Using dDo 02

Chapter 6 - Texturing Using dDo 03

Chapter 7 - Texturing in Photoshop 01

Chapter 8 - Finishing Touches 01

Chapter 9 - Finishing Touches 02

The BriefCase Workflow - Volume 1

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Resource Files

Chapter 1 - Introduction

Chapter 2 - The High Res Case

Chapter 3 - Modeling the Hinge

Chapter 4 - Creating the Case Handle

Chapter 5 - Constructing the Latches and Lock

Chapter 6 - Making Egg Crate Foam

Chapter 7 - Modeling C4 and the Computer

Chapter 8 - Creating the Cutout Foam and Wires

Chapter 9 - The Low Res Case

Chapter 10 - The Low Res C4 and Computer

Chapter 11 - The Low Res Exterior Pieces

Chapter 12 - Understanding Normal Maps

Chapter 13 - Unwrapping the Case

Chapter 14 - Unwrapping the Interior

Chapter 15 - Unwrapping the Exterior Pieces

Chapter 16 - Packing the Uvs

The BriefCase Workflow - Volume 2

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Chapter 3 - Final Adjustments Before Baking

Chapter 4 - Creating and Adjusting the Cage

Chapter 5 - Smoothing Groups and Baking

Chapter 6 - Baking a Selection Mask

Chapter 7 - Texturing Setup

Chapter 8 - Blocking out Basic Colors

Chapter 9 - Texturing the Exterior Case

Chapter 10 - Creating the Case Specular Map

Chapter 11 - Texturing the Foam and C4 Paper

Chapter 12 - Adding Tape and Text to the C4

Chapter 13 - Dirt and Scuff Pass

Chapter 14 - Texturing the Straps, Folder and Keys

Chapter 15 - Final Detail and Specular Pass

Chapter 16 - Setting up the Briefcase in UDK

Chapter 17 - Portfolio Viewport Capture in 3ds Max

Chapter 18 - Conclusion

Chapter 1 - Mirroring Overlapped Elements

Chapter 2 - Applying a MultiSub Material

Intro to Substance Designer

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Chapter 1 - Intro

Chapter 2 - Sculpting the Tiles

Chapter 3 - Placing the Tiles

Chapter 4 - Making a Diffuse and Normal Map

Chapter 5 - Finishing the Diffuse and Normal Map 01

Chapter 6 - Finishing the Diffuse and Normal Map 02

Chapter 7 - Finishing the Textures and Marmoset Rendering

Resource Files
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