Learn organic Modeling techniques and a production workflow to creating clean topology, adding definition, exaggerating proportions, and strategically adding detail to create animatable geometry using Maya and ZBrush. Contains nearly 5 hours of project-based training for artists learning character creation and look development for use in Film and Games.
Popular highlights include:
Modeling Exaggerated Features
Using Reference Art
Building Deformable Topology
Building Initial Edge-flow
Extruding Geometry Along Curves
Bridging Geometry
Modeling Eyes
Modeling Symmetrically
Building Large Wrinkles
Modeling Ears
Adding Mouth Interior
Connecting Edges with Split Polygon Tool
Importing/Exporting Geometry
Assembling Subtools in ZBrush
Filling Portions of Subtools with Color
Modifying Head with Move Brush
Sub-dividing Geometry
Sculpting Facial Features
Adding Small Wrinkles
Adding Irregularities
Adding Detail with Alpha Maps and Strokes
Creating a UV Layout
Integrating UV Changes into ZBrush Sculpt
Creating Normal Maps in ZBrush
Applying and Viewing Normal Maps in Maya
LINKS
http://ul.to/tiy9tbla
Popular highlights include:
Modeling Exaggerated Features
Using Reference Art
Building Deformable Topology
Building Initial Edge-flow
Extruding Geometry Along Curves
Bridging Geometry
Modeling Eyes
Modeling Symmetrically
Building Large Wrinkles
Modeling Ears
Adding Mouth Interior
Connecting Edges with Split Polygon Tool
Importing/Exporting Geometry
Assembling Subtools in ZBrush
Filling Portions of Subtools with Color
Modifying Head with Move Brush
Sub-dividing Geometry
Sculpting Facial Features
Adding Small Wrinkles
Adding Irregularities
Adding Detail with Alpha Maps and Strokes
Creating a UV Layout
Integrating UV Changes into ZBrush Sculpt
Creating Normal Maps in ZBrush
Applying and Viewing Normal Maps in Maya
LINKS

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