BLACK MYTH WUKONG HEAD DESIGN TUTORIAL
PRODUCT DESCRIPTION
In this realistic Wukong Head design, you’ll learn how to turn a base mesh into a realistic face in maya! Learn the full workflow from the first brush stroke in zbrush to the final realistic render in maya. By the end of this course, you’ll be able create your own characters vfx/game character from reference to finished 3d model, using simple and powerful techniques.
We'll be focusing on the face the character but particularly the face since it's commonly the most complicated and important part. It'll allow us to talk about topics such as facial anatomy, micro detailing, and how to solve common texturing challenges you'll encounter in your work.
Covering the Full Process
We’re starting talking about how work with references
Facial Anatomy
Then prepping our model in maya and importing it zbrush, covering all specific steps and settings. From there we’ll give the character skin details using tileable maps in combination texturingxyz maps, you’ll learn powerful techniques using Smart Masks to significantly speed up texturing. Once our skin details are done, we’re starting on the color map using fill layers, creating the color map one layer at a time. You’ll also understand how to create simple and powerful roughness maps to make your characters pop.
Skin Shading Made Simple
Having done the first pass on all the base maps, we’re bringing the textures into Arnold, where we’ll set up the skin shader. Skin shading can be an incredibly complicated process, so we’ll be sure to make it simple and easy to understand. With a first pass of the skin shading done, this is the step where the character is coming together. We’re also using the FlippedNormals Eye kit, to make the character feel truly alive.
Professional and Tested Texturing Workflow
You'll learn a professsional way of sculpting likeness,exporting maps in zbrush, texturing in substance painter, working with xgen in creating hair and look develop for skin and hair in arnold, covering both texturing in Painter as well as skin shading in Arnold. This is a fast and industry-proven way of working, giving you a solid framework for all your future characters.
Skill Level
Character Face creation is perfect for 3D artists with an intermediate understanding of zbrush, Maya, and Substance. And who are interested in taking their character design to the next level! We recommend that you know how to use both Substance Painter, Maya and zbrush, as we're focusing on texturing and shading workflows, instead of going through features A-Z.
What You'll Learn
Exporting models from ZBrush and importing them into Substance Painter
Setting up Smart Masks for an efficient workflow
Using baked masks in Substance Painter
Building a color map step by step
Making a roughness map
Exporting maps from Substance Painter
Exporting displacement maps from ZBrush
Creating eyebrows, eyelashes and long hairs with Xgen for Maya
Skin shading in Arnold
How to use a tested and simple texturing workflow
ADDITIONALLY
Importing to zbrush and sculpting details
Importing to zbrush and sculpting details
How to create gray hairs in arnold
Look dev in Arnold
41 Video Tutorials
scene files (Maya)
19 hours (videos content)
SOFTWARE USED
Adobe Photoshop
Maxon zbrush
Substance Painter
Maya 2019
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