Texturing and Rendering Ant-Man Helmet in Modo Using V-Ray Next English | Video: 720p | 5hr 7m This texturing and rendering tutorial is Part 2 of the Ant-Man Helmet making series, Part 1 is modeling the Ant-Man helmet in Modo using Mesh Fusion, which you can find the both on my Gumroad page:
MP4 1280x720 | Total time: 8h 08m | ENG | Project Files Included | 4.25 GB
MP4 1920x1080 | Total time: 4h 44m | ENG | Project Files Included | 6.25 GB
In this collaboration with Levelup.Digital, world renowned Zhelong Xu demonstrates his process for creating an intricately designed Chinese dragon from start to finish. Learn his expert sculpting and texturing workflow in this fully narrated, step-by-step tutorial, in Chinese with English subtitles.
3D Game Textures: Create Professional Game Art Using Photoshop | English | ISBN: 9781351859769 | 412 pages | June 24, 2016 | EPUB | 15.63 MB
Unreal Engine 4 project with all corresponding files. Over 10 hours of Modeling and Texturing videos at real time speed. Download or Stream the videos. Access to all the models(in .fbx format) plus all textures used in this scene. Lighting video Tutorial with step by step narrated instructions on how to light this scene with Unreal Engine plus general lighting tips.
MP4 1920x1080 | Total time: 55h 53m | ENG | Project Files Included
In this tutorial we learn how to use the true power of Substance Designer by diving into the world of parameters and generators. We will be building a full project from start to finish, going through the different parameter types and ways of setting them up.
Learn 3D modeling, texturing with Blender. Blender 3D modeling & texturing. Start 3D modeling in Blender
So here is a little (actually pretty big) tutorial on how to create textures with ZBrush and Substance Designer. Even if you don't want to use Substance Designer, the same workflow can be used to create the albedo/color texture in Photoshop and other maps in Quixel or some other software. Also, 3DS Max is not required, you can follow along with any 3D software.
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