Description
Course info
Level
Advanced
Updated
Mar 1, 2012
Duration
3h 28m
Description

In this Maya tutorial, we will learn time-saving techniques and workflows for creating a digital creature maquette in Maya, ZBrush, and TopoGun. When creating a creature concept for the film industry, it is common for a director to ask for a detailed character rendering or even a 3D print of the creature before approving a character concept. Throughout these lessons we will look at the creative process of taking a 2D concept and turning it into a 3D digital maquette that is detailed enough to show a film director for approval. Once approved, before the VFX studio can integrate the character concept into its pipeline, it must first be fully retopologized into a clean mesh that is ready for rigging and animation. By the end of this tutorial, we will have gone through the entire conceptual process of creating a film-ready character concept that is posed, prepared in accordance with 3D printing standards, and rendered for a dramatic presentation. Software required: Maya 2011, TopoGun 1.06, ZBrush 4R2.

About the author
About the author

Digital-Tutors author.`

Section Introduction Transcripts
Section Introduction Transcripts

Introduction and Project Overview
[Autogenerated] My name is Darryl Abby. I'm a three D model. Our digital sculptor working out of Portland, Oregon, firing a Portland have also worked in London, Los Angeles and San Diego as a three D model. I've been working in production on for 11 years. Seven of those years doing CG for both games and films, recently worked as a senior modelling texture artist on Harry Potter and the Deathly Hallows. Part wanted to chronicle learning three and most recently, the animated film Paranormal. This series of lessons we learn how to create a digital McKinnon, the post humanoid sea creature, Maya's you brush incompetent way. We'll start with a rough concept and make a low rez sculpting base. Mention mine and then bring that into the Z brush and get a good spot before doing the final details, we will read Apologize the model of Tough again If we get back to this address for the final detail pass, this tutorial will focus strongly on digital sculpting work clothes, including detailing techniques and at the same time, how to make your character scopes or interesting and believable. Thanks for watching Let's get started