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Digital Tutors - Creating a Game-Ready Monster Insect in ZBrush and 3ds Max COMPLETE

Sorry about previous torrent missed had 14 lessons missing -doh!

Duration 6hrs 47m

Level Advanced

Software used

ZBrush 4R5, 3ds Max 2012, Photoshop CS5, TopoGun 1.06 W64, 3Point Shader Pro

What you will learn

In this tutorial we will learn the process of creating a detailed killer-monster insect and taking it to a point where its a game-ready mesh, ready to be rigged.

We will go through the entire process from scratch, starting with blocking out the mesh from concept images. Then we will sculpt a detailed high-poly mesh in ZBrush. After the high poly is finalized we will retopologize in TopoGun to get clean efficient geometry, UV unwrap, and bake the high poly information to textures.

Lastly, we will view and take screenshots of the character using the 3-point viewport shader in 3ds Max and touch up the final renders in Photoshop.

  1. Introduction and project overview 00:57

  2. Setting up image planes in ZBrush 09:33

  3. Building a block out with ZSpheres 09:50

  4. Continuing with the block out 09:27

  5. Quickly blocking in forms 10:09

  6. Adding subtle visual interest 10:09

  7. Fully utilizing plane changes 10:09

  8. Detailing underlying bone structures 10:09

  9. Refining our sculpt 10:09

  10. Adding new sub tools modeled in 3ds Max 10:09

  11. Detailing the new meshes from 3ds Max 10:09

  12. Starting the bug eyes 10:09

  13. Finishing the high poly sculpt 07:59

  14. Retopologizing in TopoGun 09:29

  15. Continuing to retopologize in TopoGun 08:36

  16. UV unwrapping using pelt unwrapping tools 09:21

  17. More on UV unwrapping 09:28

  18. Continuing with UV unwrapping 09:26

  19. Finishing up the UV unwrapping 09:25

  20. Projection modifier and baking 09:33

  21. Editing the projection cage 09:27

  22. Baking final maps 09:25

  23. Mesh preparation for texturing 09:24

  24. Finishing mesh preparation 09:06

  25. Texture bake organization and cleanup 08:56

  26. Finishing texture bake organization and cleanup 09:27

  27. Adding base colors 08:20

  28. Painting masks in Photoshop 09:16

  29. Painting masks in ZBrush 09:17

  30. Painting a skin base texture 09:23

  31. Adding normal overlays 08:27

  32. Generating the hair texture 09:21

  33. Setting up hair planes 09:23

  34. Duplicating and place hair planes 09:22

  35. Generating a hair normal map 09:27

  36. Finishing the hair normal map 09:01

  37. Utilizing alphas 08:09

  38. Generating a specular map 09:05

  39. Generating a glossiness map 09:19

  40. Viewing final materials 07:45

  41. Posing the model 09:08

  42. Starting the final render 08:06

  43. Continuing to work on the final render 08:29

  44. Finishing our render 06:49

  45. Submission File 09:27

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