Production Modeling for Games and 3D Printing in ZBrush and 3ds Max

Learn modeling techniques for many formats, including game engines and 3D printing, and learn about hard surface poly sketching and edge masking to produce a weathered polypainting effect. Software required: Mischief 2.1.2, ZBrush 4R7B, 3ds Max 2014, KeyShot 5, Unity 4.6
Course info
Level
Intermediate
Updated
Jan 1, 2016
Duration
3h 23m
Table of contents
Description
Course info
Level
Intermediate
Updated
Jan 1, 2016
Duration
3h 23m
Description

In this course, we'll learn techniques to model for many formats such as game engines or 3D printing. Along the way, we'll learn about hard surface poly sketching and edge masking to produce a weathered polypainting effect. After completing this course, you'll have a guideline that'll easily fit into your production pipeline. Software required: Mischief 2.1.2, ZBrush 4R7B, 3ds Max 2014, KeyShot 5, Unity 4.6

About the author
About the author

Walter Carter has worked in the gaming industry for almost 20 years, working for such companies like Microprose, Electronic Arts, and Digital Addiction.

More from the author
Section Introduction Transcripts
Section Introduction Transcripts

Introduction and Project Overview
Hi everyone, my name is Walt Carter. I'm a Senior 3D artist of 20 years' experience working for companies such as BreakAway Games, Electronic Arts, MicroProse, and ABC Interactive. Where I worked on titles such as Monday Night Football Command and Conquer Kane's Wrath and Lord of the Rings, Rise of the Witch King. In this course, we're going to discuss concept sculpting, the making of HK-124, military biped escort. Some of the major topics we'll discuss in this course include, exploring silhouettes and a 2D tool titled Mischief to create our concept image. Use the new Z model brush to introduce a technique of polysketching with QMesh. Polypainting a weathered look to our model using various masking techniques. Using KeyShot and HDRI images to quickly create a quality render. Finally, we'll export and set up our new model for real time usage in a hub tool such as 3ds Max. By the end of the training, you'll have learned a set of techniques that'll allow you to effectively create a production friendly concept model that can be easily placed anywhere within your production pipeline. I'm excited to work with Pluralsight and share these techniques with you. So sign in or sign up and let's get started.