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Professional Asset Workflows with Quixel Suite

Professional Asset Workflows with Quixel Suite

Professional Asset Workflows

 

Professional Asset Workflows : Have you ever wondered how to create high quality assets with a short and quick pipeline without going through countless softwares to produce a single 3D model? If so, this course is for you. In this course, Professional Asset Workflows with Quixel Suite, you’ll learn how to make stunning 3D assets for games and production with minimum possible time by utilizing shortest possible pipeline. First, you’ll discover how you can create a complete 3D rifle model in 3ds Max from basic primitives. Next, you’ll explore how you can effectively place the UV’s in 0-1 space for better utilization of UV space and export your model to Quixel Suite. Then, you’ll learn how easily you can create normal details for your rifle model inside NDO from Quixel Suite without going through the pain of sculpting and baking. Finally, you’ll find out how quickly you can produce photo-realistic textures for your model using DDO in Quixel Suite and how to create a nice presentation of your model in Marmoset Toolbag. By the end of this course, you’ll not only learn how to model and texture a realistic model in 3ds Max and Quixel Suite, but you’ll also learn a complete pipeline for creating realistic assets with minimum efforts and time.


1-Modeling Major Forms and Shapes

  • What We Will Be Covering
  • Difference Between Conventional and Quixel Pipeline
  • Setting up the Scene
  • Modeling the Stock Part
  • Modeling Top Part of Stock
  • Modeling Barrel and Metallic Grip
  • Creating the 2nd Metallic Grip

2-Modeling Minor Forms and Shapes

  • Modeling Trigger and Trigger Guard
  • Modeling the Sight
  • Finishing the Sight
  • Modeling the Chamber
  • Creating the Bolt
  • Stitching Bolt
  • Fixing Shape of the Stock Piece
  • Adding Detail to the Stock
  • Fixing Topology Flow on the Stock
  • Adding Metallic Butt Piece
  • Optimizing the Rifle

3-Unwrapping and Creating Normal Details

  • Unwrapping the Stock Piece
  • Using Symmetrical UV’s on Trigger Guard
  • Analyzing the Unwrapped Rifle and Discussing Techniques
  • Exporting Model to NDO
  • Setting up Project in NDO
  • Quick Overview of NDO
  • Adding Numbers to Rifle Parts Through Normal Details

4- Creating More Normal Details in NDO

  • Adding Numbers to the Foresight
  • Adding Bolts Engraving to the Stock Piece
  • Adding Wood Grain from Photograph Textures
  • Painting Wear and Tear Using Multinormal Layer Option
  • Adding Scratches and Damage to Stock Piece
  • Adding Screws to the Metallic Butt
  • Creating Welding Effect, Grip Extrusion, and Ambient Occlusion Map

5-Creating Textures and Materials in DDO

  • Preparing Rifle for Export to DDO
  • Creating New Project in DDO
  • Creating Wood Material for Stock
  • Creating Metal Material
  • Adding Edge Wear to Metal Parts
  • Adding Metal Material to Other Parts
  • Adding Natural Rust and Dirt to Wood Material
  • Applying Material to the Parts with No Material ID
  • Importing and Creating Our Own Material

6-Creating Final Renders in Marmoset Toolbag

  • Understanding the Quick Fixes with Quixel Suite
  • Exporting Material and Textures to Marmoset Toolbag
  • Testing Rifle and Materials in Marmoset Toolbag
  • Conclusion and Goodbye

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