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.
What you'll learn
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.
Table of contents
- Scene Setup and Geometry Cleanup 9m
- Retopology Review 9m
- Retopologizing the Barrel 9m
- Retopologizing the Rail 9m
- Retopologizing the Front of the Gun 9m
- Retopologizing the Trigger Guard 9m
- Retopologizing the Trigger Guard and Magazine Release 10m
- Retopologizing the Handle 9m
- Retopologizing the Frame 9m
- Retopologizing the Frame and Hammer 10m
- Finalizing the Retopology of the Frame and Hammer 10m
- Retopologizing the Rear Sight and Slide Release 9m
- Retopologizing the Central Barrel Area 10m
- Retopologizing the Mid Section of the Gun 9m
- Retopologizing the Trigger 9m
- Exporting the Low Poly to 3ds Max 9m
- Laying out UVs for the Barrel 10m
- Laying out UVs for the Trigger Guard and Back of Gun 9m
- Laying out UVs for the Sight 9m
- Laying out UVs for the Rear Sight 9m
- Laying out UVs for the Gun Sides 10m
- Laying out UVs for the Trigger 10m
- Reviewing UV Layout 7m
- Organizing the ZBrush Geometry by Material 7m
- Adding Vertex Color to the Dynameshed High Poly Geo in ZBrush 3m
- Baking a Tangent Space Normal Map with Xnormal 9m
- Refining the Low Poly Model 5m
- Finishing Low Poly Revisions and Baking Remaining Procedural Maps 8m
- Using Ndo and 3do 10m
- Ddo Set up, Material Introduction, and Dynamask 9m
- Adding Procedural Dynamask Options, Material Id Masking, and Smart Materials 10m
- Reloading the Project and Adding Clean Layers 9m
- Using Mask Painting to Add Oil 10m
- Adding Dirt and Finger Prints 10m
- Adding Red Material and Exporting to Marmoset Toolbag 9m
- Tuning the Materials and Addition Lighting Setup in Marmoset Toolbag 8m