Creating Photorealistic Weapons with ZBrush and Quixel SUITE

If you want to hone your modeling and texturing skills while creating a realistic-looking weapon, this course is for you. Software required: ZBrush 4R7, 3ds Max 2015, Maya 2015, Photoshop CC 2014, xNormal, Marmoset Toolbag 2, Quixel SUITE 2.
Course info
Level
Intermediate
Updated
Apr 1, 2016
Duration
5h 18m
Table of contents
Introduction and Project Overview
Creating Photorealistic Weapons with ZBrush and Quixel SUITE
Description
Course info
Level
Intermediate
Updated
Apr 1, 2016
Duration
5h 18m
Description

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.

About the author
About the author

Isaac Oster has been working in the game industry for seven years and teaching college-level game art production for four years.

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Section Introduction Transcripts
Section Introduction Transcripts

Introduction and Project Overview
Hi everyone, my name is Isaac Oster. I'm a character artist at Certain Affinity, located in Austin, Texas. My latest projects include work on the multiplayer and forge maps in Halo 2, part of the Master Chief Collection. In this course, we are going to build a photorealistic, low poly model using high poly geometry from Fusion 360. Some of the major topics we'll be focusing on in this course include using ZBrush to dynamesh and retopologize high poly geometry, laying out UVs in 3ds Max, making procedural maps with xNormal, adding detail and authoring materials using Quixel SUITE, and setting up the final model for publishing in Marmoset Viewer. By the end of this training, you'll be up to date on a pretty solid pipeline for triple-A asset creation and once you get this process down, you'll have everything you need to convert high poly geo into great-looking, efficient game-res models. I'm excited to share these valuable tricks and techniques with you, so let's get started with the first lesson.