For 13 years of real work, we have collected invaluable experience, creating world-class commercial projects. And now we are ready to share with you a concentrated charge of incredible knowledge.
In this seven-part course, Emiel Sleegers covers the creation of an environment asset, in this case a fire hydrant, for use in AAA games, in real time. In this first part he covers reference gathering and how he will approach creating the asset in the series, before he demonstrates the creation of the high poly model using 3DsMax.
AutoCAD 2021 3D Modelling | English | 2020 | ISBN: 1683925254 | 401 Pages | PDF | 37 MB
Gumroad – 3dEx – Tutorial Collection – 05 | Contains Many Tutorials on creating Stylized Assets. Software used in Tutorials: Maya, Zbrush, Substance Painter, Substance Designer
In this two-part series, Javier Benitez breaks down coming up with simple yet effective pieces to develop a strong portfolio quickly, without the need to commit to large scenes or complex assets. In this first part, Javier covers the fundamentals of his modeling and texture process.
Mastering Hard Surface is a yearly subscription to Grant Warwick’s course that will reveal and introduce every technique you need to know about modeling hard surface in 3ds Max. At the end of this tutorial, you will be able to create your own Iron Man armors and other robots.
In this course, we will build a professional apocalyptic game environment from scratch using 3ds Max, Substance Painter and Unreal. We will start everything from scratch, from looking at references, looking at some concept art, and start applying it onto our environment. First, we will start by making small blockout of our scene and create the assets that we are going to need, how we are going to lay them out in the environment, then we are
Lennard Claussen is back with another incredible hard surface project. This time he walks you through his process for how to create a mechanical dog using Maya, Substance Painter, and Photoshop. Lennard shares his personal scripts as well as a handful of tools that he uses to speed up his workflow when creating complex high poly meshes
Watch as Lead Environment Artist at Ubisoft, Casper Wermuth create highly realistic volcanic rocks for Unreal using a combo workflow of Zbrush, Substance Designer, and Substance Painter. His techniques can be applied to any type of rock project and allows for scaling objects without messing up the texel density. His process covers modelling in Zbrush, creating UVs using 3d Coat, Creating tiling textures in Substance Designer, mask creation in
Gumroad – 3dEx – Tutorial Collection – 03 | Contains Many Tutorials on creating Stylized Assets. Software used in Tutorials: Maya, Zbrush, Substance Painter, Substance Designer
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