Creating Game Weapons in Softimage and ZBrush

In this series of tutorials, we are going to go through the process of building and detailing a home-made zombie weapon using Softimage and ZBrush. Software required: ZBrush 4R6, Softimage 2014, Marmoset Toolbag.
Course info
Level
Intermediate
Updated
Sep 16, 2013
Duration
1h 37m
Table of contents
Description
Course info
Level
Intermediate
Updated
Sep 16, 2013
Duration
1h 37m
Description

In this series of tutorials, we are going to go through the process of building and detailing a home-made zombie weapon using Softimage and ZBrush. When building 3D assets, the ability of your computer to manipulate those objects is limited, especially when dealing with very high resolution meshes. Because of this, we use 2D images, like normal maps, to simulate the high resolution detail in a way that we can more easily use. We'll begin by building the base geometry for our weapon in Softimage. Once the base geometry is modeled, we will detail and paint the improvised weapon in ZBrush using a variety of techniques. To finish up, we will generate maps for the color and sculpted detail before view our game weapon in Marmoset Toolbag. When you are done, you will have a better understanding of the workflow involved in building and sculpting high resolution props and set pieces with Softimage and ZBrush and creating usable assets from them. Software required: ZBrush 4R6, Softimage 2014, Marmoset Toolbag.

About the author
About the author

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.

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Section Introduction Transcripts
Section Introduction Transcripts

Introduction and Project Overview
Hello, I'm Justin with Digital-Tutors, an Autodesk authorized publisher and Pixologic authorized training provider. In this series of tutorials, we're going to go through the process of building and detailing a homemade zombie weapon using Softimage and ZBrush. When building 3D assets, the ability of your computer to manipulate those objects is limited, especially when dealing with very high resolution meshes. And because of this, we use 2D images, like normal maps, to simulate the high resolution detail in a way that we can more easily use. We'll begin by building the base geometry for our weapon in Softimage. Once the base geometry's modeled, we'll detail and paint the improvised weapon in ZBrush using a variety of techniques. To finish up, we'll generate maps for the color and sculpt the detail before viewing our game weapon in Marmoset Toolbag. When you're done, you'll have a better understanding of the workflow involved in building and sculpting high resolution props and set pieces with Softimage and ZBrush and creating useable assets from them. So let's go ahead and get started by beginning to model our base geometry.