Throughout this tutorial, we'll look at how we can create detailed game assets without a concept and within a very short time frame. We will also look at the steps required to rapidly build an asset almost entirely within ZBrush. In ZBrush, we will sketch out our silhouette and begin designing our weapon while still in 3D. Then we will break the sketch into a more production-ready model and create a quick and iterative pipeline for testing out our model in the game immediately. Afterwards we'll detail our asset to finalize it. By the end of this tutorial, you will have a solid, flexible, and iterative workflow that will help you crank out great art in a fraction of the time it would normally take. Software required: ZBrush 4r7, xNormal, Marmoset Toolbag.
Introduction and Project Overview Hi everyone. My name's Dan Cox. I'm a 3D artist at Capybara Games, My latest projects include Below and Splinter Cell: Blacklist. In this course, we're going to discuss how to quickly and efficiently make game art using ZBrush for almost 100% of the workflow. Some of the major topics that we'll be discussing in this course will include how to quickly design objects in 3D inside ZBrush, cleaning up a quick ZBrush sketch, some techniques for applying color to your model inside ZBrush, and how to quickly turn that ZBrush model into a game-ready asset without traditional modeling packages. By the end of the training, you'll be able to rapidly produce quality game assets without having to get bogged down by an overly technical workflow. I'm excited to share these timesaving practices with you, so let's get started with the first lesson.