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Creating Photorealistic Weapons with ZBrush and Quixel

Creating Photorealistic Weapons with ZBrush and Quixel SUITE

Creating Photorealistic Weapons

 

Creating Photorealistic Weapons : Create a photorealistic weapon and brush up on your modeling, sculpting, and texturing skills in ZBrush and Quixel SUITE at the same time. Throughout this course, Creating Photorealistic Weapons with ZBrush and Quixel SUITE, you’ll see the breakdown of the process behind creating photorealistic weapons. You’ll start with an existing high-poly model. On this pipeline, you’ll cover topics such as retopology, UVs, bakes, texturing, and at the end of the course, you’ll publish the final model. You will use the latest industry-standard tools and learn tips and strategies for getting the very best results. By the time you’re finished, you’ll have all the skills you need to begin building your own great-looking, real-time models. Software required: ZBrush 4R7, 3ds Max 2015, Maya 2015, Photoshop CC 2014, xNormal, Marmoset Toolbag 2, Quixel SUITE 2.

Contents :

  • 1 Introduction and project overview        01:00
  • 2 Scene Setup and Geometry Cleanup        09:19
  • 3 Retopology Review        08:32
  • 4 Retopologizing the Barrel        09:11
  • 5 Retopologizing the Rail         09:09
  • 6 Retopologizing the Front of the Gun         08:55
  • 7 Retopologizing the Trigger Guard         09:07
  • 8 Retopologizing the Trigger Guard and Magazine Release         09:32
  • 9 Retopologizing the Handle         09:09
  • 10 Retopologizing the Frame         09:17
  • 11 Retopologizing the Frame and Hammer         09:30
  • 12 Finalizing the Retopology of the Frame and Hammer         09:51
  • 13 Retopologizing the Rear Sight and Slide Release         09:18
  • 14 Retopologizing the Central Barrel Area         09:39
  • 15 Retopologizing the Mid Section of the Gun         09:25
  • 16 Retopologizing the Trigger         09:22
  • 17 Exporting the Low Poly to 3ds Max         08:54
  • 18 Laying out UVs for the Barrel         09:39
  • 19 Laying out UVs for the Trigger Guard and Back of Gun         09:00
  • 20 Laying out UVs for the Sight         09:29
  • 21 Laying out UVs for the Rear Sight         09:26
  • 22 Laying out UVs for the Gun Sides         09:47
  • 23 Laying out UVs for the Trigger         09:31
  • 24 Reviewing UV Layout         07:13
  • 25 Organizing the ZBrush Geometry by Material         06:41
  • 26 Adding Vertex Color to the Dynameshed High Poly Geo in ZBrush         03:02
  • 27 Baking a Tangent Space Normal Map with xNormal         08:40
  • 28 Refining the Low Poly Model         04:34
  • 29 Finishing Low Poly Revisions and Baking Remaining Procedural Maps         07:53
  • 30 Using NDO and 3DO         09:48
  • 31 DDO Set Up, Material Introduction, and Dynamask         09:22
  • 32 Adding Procedural Dynamask Options, Material ID Masking, and Smart Materials         09:50
  • 33 Reloading the Project and Adding Clean Layers         09:05
  • 34 Using Mask Painting to Add Oil         09:46
  • 35 Adding Dirt and Finger Prints         10:00
  • 36 Adding Red Material and Exporting to Marmoset Toolbag         08:44
  • 37 Tuning the Materials and Addition Lighting Setup in Marmoset Toolbag         08:05

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