3DMotive – SciFi Ship Series in Maya Volume 5

3DMotive – SciFi Ship Series in Maya Volume 5
English | Size: 1.6GB
Category: Tutorial

In the Scifi Ship Series, we’ll start 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. Edgeloops 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 smooths as opposed to subdividing without edgeloops. 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 SliceCurves 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 futuristic ally refined. [Read more…]

3DMotive – SciFi Ship Series in Maya Volume 1

3DMotive – SciFi Ship Series in Maya Volume 1
English | Size: 1.7GB
Category: Tutorial

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. Edgeloops 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 smooths as opposed to subdividing without edgeloops. 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 SliceCurves 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 futuristic ally refined. [Read more…]

3DMotive – SciFi Ship Series in Maya Volume 2

3DMotive – SciFi Ship Series in Maya Volume 2
English | Size: 1.7GB
Category: Tutorial

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. Edgeloops 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 smooths as opposed to subdividing without edgeloops. 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 SliceCurves 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 futuristic ally refined. [Read more…]

3DMotive – SciFi Ship Series in Maya Volume 4

3DMotive – SciFi Ship Series in Maya Volume 4
English | Size: 1.2GB
Category: Tutorial

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. Edgeloops 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 smooths as opposed to subdividing without edgeloops. 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 SliceCurves 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 futuristic ally refined. [Read more…]

3DMotive – SciFi Ship Series in Maya Volume 3

3DMotive – SciFi Ship Series in Maya Volume 3
English | Size: 1.4GB
Category: Tutorial

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. Edgeloops 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 smooths as opposed to subdividing without edgeloops. 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 SliceCurves 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 futuristic ally refined. [Read more…]

3DMotive – Grenade Asset in Substance Volume 2

3DMotive – Grenade Asset in Substance Volume 2
English | Size: 2.2GB
Category: Tutorial

Title: 3DMotive – Grenade Asset in Substance Volume 2
Info:
In Grenade Asset in Substance Painter, we start off with what it takes to model an asset. From there, we will model a block mesh in order to make sure our scale and everything is looking right before spending too much time on it. we’ll then make a high poly mesh from the block mesh using subdivision modeling techniques. Next, we go over the process of UVing and creating smoothing groups for our model so we get clean bakes. I will then take them into Substance Painter 2 to bake our maps for use in easy procedural texture creation. To wrap it up we will take our model into Marmoset Toolbag 3 and set up a material and lighting for our beauty renders. Along the way I will give advice and my expertise on what it takes to be a production artist. There’s a lot of great stuff to learn here, so don’t miss it! [Read more…]

3DMotive – Grenade Asset in Substance Volume 1

3DMotive – Grenade Asset in Substance Volume 1
English | Size: 1.6GB
Category: Tutorial

In Grenade Asset in Substance Painter, we start off with what it takes to model an asset. From there, we will model a block mesh in order to make sure our scale and everything is looking right before spending too much time on it. we’ll then make a high poly mesh from the block mesh using subdivision modeling techniques. Next, we go over the process of UVing and creating smoothing groups for our model so we get clean bakes. I will then take them into Substance Painter 2 to bake our maps for use in easy procedural texture creation. To wrap it up we will take our model into Marmoset Toolbag 3 and set up a material and lighting for our beauty renders. Along the way I will give advice and my expertise on what it takes to be a production artist. There’s a lot of great stuff to learn here, so don’t miss it! [Read more…]

3DMotive – Dreadnought Texturing Volume 4

3DMotive – Dreadnought Texturing Volume 4
English | Size: 1.7GB
Category: Tutorial

After creating a mesh, in this case a mechanical Dreadnought, it’s not enough to simple have a greyscale model.now comes texturing! Texturing models can be a daunting task because there are so many tools/programs geared towards creating texturing that are stylized or physically based, it can be confusing. Photoshop, a standard in texturing, is the simplest, most direct method to create first a colour base and then add details, via masks, to the colours for better realism. Once the model has a base diffuse/albedo, we can then still use Photoshop to create the glossiness and metal maps to support PBR workflows without requiring any third party (or more expensive) program to create acceptable end results. One need only understand the PBR basics to understand how using simple Photoshop filters and masks can help create the needed details to make our model look dirty/rusty and worn as nothing looks faker or more phoney than perfect colours on a Dreadnought mechanical robot that has seen many battles. [Read more…]

3DMotive – Dreadnought Texturing Volume 3

3DMotive – Dreadnought Texturing Volume 3
English | Size: 1.8GB
Category: Tutorial

After creating a mesh, in this case a mechanical Dreadnought, it’s not enough to simple have a greyscale model.now comes texturing! Texturing models can be a daunting task because there are so many tools/programs geared towards creating texturing that are stylized or physically based, it can be confusing. Photoshop, a standard in texturing, is the simplest, most direct method to create first a colour base and then add details, via masks, to the colours for better realism. Once the model has a base diffuse/albedo, we can then still use Photoshop to create the glossiness and metal maps to support PBR workflows without requiring any third party (or more expensive) program to create acceptable end results. One need only understand the PBR basics to understand how using simple Photoshop filters and masks can help create the needed details to make our model look dirty/rusty and worn as nothing looks faker or more phoney than perfect colours on a Dreadnought mechanical robot that has seen many battles. [Read more…]

3DMotive – Modular Building with UDK

3DMotive – Modular Building with UDK
English | Size: 772.4MB
Category: Tutorial

In this video we discuss creating modular assets on the grid that are highly reusable, use Photoshop to create a texture sheet to quickly map to our modular building set, and quick UV techniques for these types of assets. Lastly, this tutorial discusses how to rapidly build inside UDK using grid snaps and a handful of meshes. [Read more…]

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