Creature Production
Part 1 High Res Creation:
69 videos, 8 hours 13 minutes
Part 2 Game Res Process:
87 videos, 8 hours 8 minutes
Bonus:
20 videos, 2 hours 9 minutes
.zip files of all video sections for easy downloading
Part 1 High Res Videos:
Blockout:- Blockout Overview
- Setup
- Basic Brushes Part 1 & 2
- Rough Blockout Part 1 & 2
- Subtool Dynamesh
- ZSphere Base Body
- Body Blockout Part 1 - 5
- Dynamesh Resolution
- Head Unit Plane
- Transpose Head Units
- Polygroup Masking
-
Evaluating Silhouette
- Materials And Lights
- Overview Part 1 - 5
- Splitting And Refining Head Part 1 & 2
- Eyeballs And Rough Teeth
- Mouth Flap And Tongue
- Form Exploration And Sinew
- Horns
- Teeth
- Secondary Details
- Custom Insert Scales Brush
- Thickness Close Holes
- Thickness Extraction
- Thickness ZRemesh And Project
- Thickness Morph Diff
- Nanomesh Scales Topology
- Nanomesh Scales Polygroups
- Nanomesh Scales Application
- Applying Back Scales
- Thick Skin Details
- ZRemesh And Project
- Skin Direction
- ZRemesh Teeth
- Alpha Skin Detailing
- Custom Skin Alphas
- Layers And Morph Targets
- Surface Noise
- Curve Brush Gills
- Claws
- Finger Grips
- Polypaint Overview
- Polypaint Basics
- Skin Mottling
- Skin Layering Part 1 & 2
- Cavity Masking
- Cavity Painting
- Brush Color Modes
- Building Up Scales
- Adding Detail
- Testing Ideas
- Material Painting
- Post Effects Filters
- Basic Lighting
- Spotlight Texturing
Part 2 Game Res Videos:
Retopology:- Retopology Overview
- Topology Review
- Mouthbag Creation
- ZRemesh for Animation
- Polypaint Guides
- ZSphere Topology
- Poypainting Body Topology
- Reptile Topology Flow
- ZSphere Retopology
- ZRemesh
- Zremesh Cleanup
- Crash Recovery And Fixes
- Exporting Bake And Resurface Meshes
- Assigning And Exporting Mat IDs
- Maya Scene Organization
- Live Mesh Setup
- Modeling Live Append To Polygon
- Modeling Live Transfer And Tweak
- Modeling Live Edge Operations
- Modeling Live Cleanup And Mirror
- Modeling Live Symmetry And Soft Select
- Quad Draw Part 1
- Quad Draw Part 2
- Topology And Constraints
- Redirecting Flow
- Duplicating And Snapping Fingers
- Primitive Snapping
- Reptile UVs And Bake Overview
- Headus Part 1-3
- Maya UV Setup
- Maya Basics
- Checker Utilities
- Maya UV Window
- Texel Density
- Packing And Texture Sizes
- Finish Maya Packing
- Maya Auto UV
- Maya Cut Pin Unfold
- Surface Normals
- ZBrush UV Master
- Exporting Low
- Multi Baking In Painter
- XNormal Setup And Maps
- Ray Distance And Cage
- XNormal Save Settings
- Corrective Bakes
- Photoshop Map Compositing
- Viewing Maps In Maya
- Exporting Game Model
- Baking Auxillary Maps
- UV Snapshot
- Baking Maps In ZBrush
- Baking Maps In Maya
- Knald
- Texturing Overview
- Texturing Overview Variants
- PBR Resources
- Painter 2 Overview And Setup
- Texture Map Explanations
- Plugging In Maps
- PBR Basics
- Materials Tab
- Custom Material Base Color
- Custom Material Height And Roughness
- Custom Smart Material
- Smart Material Dissection
- Belly And Back Skin
- Back Skin Procedural Mask
- Brush Basics
- Mask Filters
- Polypaint As Base Color
- Texturing Areas Part 1 & 2
- Projection
- Quick Mask
- Custom Alpha And Stitches
- Custom Brick And Tri-Planar Projection
- SSS And Transmission
- Emissive And AO Channels
- Painter Walkthrough And Render
- Texture Variants
- Particle Texturing
- Export Texture Configs
- Iteration Creation
- IRAY Render
- Marmoset Setup And Lighting
- Painter Octane Export
- Octane Materials
- Assigning Textures
- Render Target
- Lighting Environments
- Octane Camera And Export
Bonus Section for Part 1 & 2 Bundle Purchase:
- Pose And Column Sculpt Overview
- Transpose Master Setup
- Adding Reference Meshes
- Mask And Transpose
- Transferring And Cleanup
- Transpose Envelope Discussion
- Fine Tuning The Envelope
- Transpose Envelope
- ZModeler Column
- Column Blockout
- Column Refine
- Plastered Brick
- Rune Stone Alphas
- Rune Stones Array
- Column Destruction
- 3D Print Export And Cleanup
- 3D Print Supports And Print
- 3D Prints
- ZBrush Render Passes
- Photoshop Compositing
Watch link provided after purchase
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