In this course, we'll go through the process of building a detailed 3d battle axe, complete with normal maps and textures, using both 3ds Max and ZBrush. Throughout the training, we'll illustrate some of the ways you can use these packages together. We'll start by creating the base axe geometry from scratch in 3ds Max. We'll then completely sculpt and paint the axe in ZBrush using a variety of techniques. To finish up, we'll generate maps for the color and sculpted detail and reapply those in 3ds Max. In the end, you'll have a better understanding of the workflow of building and sculpting high resolution props and set pieces with 3ds Max and ZBrush and creating usable assets from them. Software required: ZBrush 3.1 and up, 3ds Max 2010 and up.
Justin thrives as a lead modeling author at Pluralsight. Growing up, Justin found a deep interest for the computer graphics industry after watching movies like Jurassic Park, Toy Story and The Abyss. His ambition would lead him to work at Sony Imageworks in Los Angeles on movies like Monster House and Surf's Up. Justin has also had numerous articles, tutorials and images published in 3D World and 3D Artist.
Introduction and Project Overview [Autogenerated] Hello, Justin. With digital tutors on arrest, authorized publisher and picks a logic authorized training partner. In this series of lessons, we're gonna go through the process of building a three D asset In this case of battle axe in three D. S. Max will then take that into ze brush for detail ing and painting and bring it back into our primary application with all the generated color and normal maps. When working with three D assets, the ability of your computer to manipulate those objects is limited, especially when dealing with very high resolution meshes. So because of this, we use things like normal maps to simulate the high resolution detail in a way that we can more easily use so far. Project will be building a battle axe from scratch in three years, Max and then, once we built that base model will completely sculpt and paint the accent. See brush using a variety of techniques that finish up will generate maps for the color and sculpt a detailed and reapply those back in three D. S. Max. These lessons will help you understand the workflow of building and sculpting high resolution props and set pieces with three years Max Ze Rush, then creating usable assets from them. So with that, let's go ahead and get started.