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Create a Prop for VFX Pipeline with Maya, ZBrush, Substance

Master the Art of Creating Realistic Prop Asset for Movies / Visual Effects using Maya, Zbrush, & Substance Painter
Instructor:
Victory3D LLC
97 estudiantes matriculados
English [Auto-generated]
Learn how to create a realistic asset in film quality standard
Understand how to optimize the model to meet industry standards for rendering
Create LODs(Level of Distance)
Learn the process of every artist who have worked in the movie industry

Instructor Info

Mieszko Lacinski is a professional Texture Artist/3D Generalist who had experience working on movies such as Wonder Woman, Thor Ragnarok, Justice League, The Nutcraker and more. He is currently working as a CG supervisor/Texture Lead for 3DE studio in Poland and loves his work because of the interaction and help that he can bring to the team. His advice for artists who want to make it in the film/movie industry is to always see the value of reference. He believes it is the most important tool to achieve any type of asset in 3D. Whenever possible, it’s significant to find and collect references first and stick to them whenever possible. Mieszko’s other interests include space exploration and basically anything related to space. He also loves 3D printing and the idea of using 3D printing to save lives.

Course Info 

In this course, you will gain understanding on how to create an asset for a Visual Effects scene. You will be taken through the technical creation of the model and how to make it work in relation to film layout, animation, and lighting. Through the creation of LODs(Level of Distance) using Maya, you will learn about optimization industry standards for rendering. You will go through the steps of texturing using Substance, which is almost taking the lead as the software used in the film industry today. The entire course as a whole takes you through the process that every artist working in the movie industry goes through to create a professional realistic asset.

Introduction

1
Introduction

Modeling

1
Modeling the Basic Shapes
2
Modeling the High Frequency Details

UV Preparation

1
UV Asset Preparation (Part 1)
2
UV Asset Preparation (Part 2)
3
UV Asset Preparation (Part 3)

Baking & Texturing

1
Baking Utility Maps
2
Texturing (Part 1)
3
Texturing (Part 2)
4
Exporting Textures
5
Texturing Workflows with LODs
6
Outro (Farewell)
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