MP4 1280x720 | 1h 31m | ENG | Project Files | 1.75 GB
This are all the Poliigon Fabric Brushes (78 Brushes) (Feb.2019)
In this Masterclass, Nate will walk through the creation of a complex decorative medallion asset using Substance Designer, Zbrush, Maya, and Marmoset Toolbag. Starting in Substance Designer, complex shapes will be formed and explored, leveraging the flexibility and experimental power of the software.
Dominic will share his process for creating a creature bust using Zbrush, Keyshot and Photoshop. He will cover his design process and show how to block out and evolve a design in 3D. Next, he will detail the sculpt in multiple stages and talk about various techniques used in each stage.
This tutorial series focuses on showing the workflows and techniques of top talent ZBrush artists. In this volume we will join Maarten Verhoeven, who has a massive portfolio of high quality Character/Monster sculpts.
In this course Nalini kanta Jena will show you how to sculpt high realistic Dinasaur Model for Game and Films.
In this title, Art Director Rafael Grassetti demonstrates his entire process of designing and creating a character in ZBrush. He explores the different tools and techniques used to sketch concepts while keeping the mindset of later creating a character for production.
Creation of Muscular 3D characters in Zbrush - Hulk Vol. 2: Armor Modeling. Master hard surfaces modeling techniques in Zbrush. Before approaching the course Creating Muscular 3D characters in Zbrush, we must understand something about this stage of modeling.
In this workshop, Matte Painter, Concept Artist and Art Director Nick Hiatt shares his process for creating 360 Concept Art for Production. Using 2D techniques in Photoshop and After Effects, as well as 3D tools such as Maya, ZBrush, Daz3D and V-Ray, Nick demonstrates how to combine both 2D and 3D approaches together seamlessly to create stunning 360 images.
In Generator Asset in 3ds Max, students will learn on how to create a high resolution sci-fi generator using only a few reference images. We will go over the best way of thinking when creating something and not just look at an image and re-create it.
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