Creating Character Assets and UV's In 3DS Max And ZBrush | UArtsy
Creating Character Assets and UV's In 3DS Max And ZBrush
Instructor:
Joseph Drust

Learn to make straps and other assets while UV'ing them in the process

BENEFITS INCLUDE
Lifetime course access
Project based training
Community feedback
Email and phone support

What You Will Learn

In this Project, you will learn to make straps and other assets for you game character, while UV'ing them in the process.
Course Outline
Project 1 : Creating Character Assets and UV's In 3DS Max And ZBrush
10 Lectures | 1 Assignment
Lecture 1
Module 3 Resources
Lecture 2  35:26
Recap & Preparing Model for 3ds Max
Lecture 3  19:55
Creating Straps in 3ds Max Part 1
Lecture 4  15:24
Creating Straps in 3ds Max Part 2
Lecture 5  23:49
Creating Assets With Double TurboSmooth Modifiers Part 1
Lecture 6  21:29
Creating Assets With Double TurboSmooth Modifiers Part 2
Lecture 7  16:10
Creating UVs with UVMaster & UVLayout
Lecture 8  18:08
UVLayout Continued & Detailing with NoiseMaker
Lecture 9  19:57
Sculpting Techniques on the Pack
Lecture 10  19:57
Joseph's Party Trick, Creating Brushes & Some Q&A
Assignment
Assignment #3: Create Assets Using the Double Turbo Smooth Method in 3ds Max
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About the instructor

Joseph Drust is a graduate of the Savannah College of Art and Design with a BFA in Game Design and over ten years of experience as a character artist in the game industry on such titles as Ghost Recon, Ghost Recon Advanced Warfighter, Splinter Cell: Pandora Tomorrow, Ben 10 Alien Force, and Earth Defense Force: Insect Armageddon. He worked as a Lead Character Artist with Ubisoft (Red Storm Entertainment) and was a beta team member for Pixologic’s ZBrush, as well as a certified ZBrush Instructor for several years. Today, Joseph contributes full-time to the development of ZBrush as Artist/Creative Development Manager for Pixologic.