Academy Year 3 – Finished
Instructor
m3ds
Course Overview
FREELANCE COURSE FOR 3D ARTISTS
LEVEL: JUNIOR TO SENIOR
DURATION: 12 months
TOTAL CLASSES: over 650+ hours
CERTIFICATION: M3DS CERTIFICATION, AUTODESK INTERMEDIATE INTERNATIONAL CERTIFICATION, UNREAL ENGINE CREDENTIALS
Course Content
- What we need from you during the Academic Year 3
- Concept Art - Blockout
- Blockout - Primary forms
- Blockout - Accessories
- Body Scuplting - Blockout
- Introduction to Marvelous Designer
- Suit and Shirt - Marvelous Designer
- Creating a Dress - Marvelous Designer
- Creating Stitches - Marvelous Designer
- Creating Shirt and Pants - Marvelous Desgner
- Creating Accessories - Marvelous Designer
- Wraps and Straps (Connected) - Marvelous Designer
- Head Wraps - Marvelous Designer
- Advanced Stitching - Marvelous Designer
- Cape - Marvelous Designer
- Exporting - Marvelous Designer
- Retopologize Marvelous Meshes
- Importing - Clothes and Accessories
- ZModeler and Dynamics - Clothes and Accessories
- Detailing Seems - Clothes and Accessories
- Noise Plug - Clothes and Accessories
- Leather - Clothes and Accessories
- Sculpting Folds - Clothes and Accessories
- Creating Wraps in Zbrush - Clothes and Accessories
- Panel Loops - Clothes and Accessories
- Detailing Edges - Clothes and Accessories
- Folds Recaps - Clothes and Accessories
- Sculpting Skulls - Clothes and Accessories
- Curves - Clothes and Accessories
- Custom Curves - Clothes and Accessories
- Animal Skulls - Clothes and Accessories
- Sandals - Clothes and Accessories
- Fibermesh - Clothes and Accessories
- Secondary Anatomy - Details and Micro Details
- Custom Scars - Details and Micro Details
- Slime Bridge - Details and Micro Details
- Face Secondary Details - Details and Micro Details
- Face and Body - Details and Micro Details
- Creating Feathers - Game Ready
- Baking Feathers to Cards - Game Ready
- Feathers with Nanomesh - Game Ready
- Initial Sclupt - Weapon
- Cloth and Dynamics - Weapon
- Horns Details - Weapon
- Geometry - Game Ready Character
- Retopology - Game Ready Character
- Organic Retopology - Game Ready Character
- Cutting Geometry - Game Ready Character
- Combine High Polys
- Retopology Workflow
- Skull Retopology
- How NOT to Retopologize Ropes
- How TO Retopologize Ropes
- Test Bake Importance
- Arms and Legs Retopolgy
- Ideal Head / Face Topology
- Torso Retopology
- Final Clean-Up and UVs
- Weapon Retopology
- Baking the Character
- Xgen Workflow
- Fibermesh to Xgen
- Base Color
- Rips and Tears
- Adjusting Values
- Texturing the Accessories
- Texturing the Skin
- Adding Gore and Details
- Scars and Knife
- Texturing the Staff
- Texturing Details
- Subtle Details to add Realism
- Roughness
- Feathers and Subsurface Scattering
- Ground Material - Substance Designer
- Rigging
- Skinning
- Reference Pose
- Exporting and Importing
- Dynamics
- Retargeting
- Polishing
- Xgen to Groom
- Setting up Materials
- Extra Polishing
- Creating an Environment
- Animation Sequence
- Rendering and Grading
- Portfolio Project 06 - Realistic Character
- Creating a Stylized Base
- Stylized Blockout
- Custom IMM and curve brushes
- Creating the Base for the Armor
- Adding Details to the Armor
- Scultping Stylized Clothing Pieces
- Sculpting Stylized Hair
- Making a weapon / matching styles
- Retopologizing a stylized character
- Exploring and finding an art style
- Handpainting Textures - Body and Top Armor
- Handpainting Textures - Bottom Armor
- Handpainting Textures - Hair
- Handpainting Textures - Weapon
- Introduction to Hive Autorigger
- Simple Facial Rigging
- Studio Library Setup
- Skinning Recap
- Skinning Process
- Connection Editor
- Rigging Tips and Tricks
- Posing the Character
- Exporting and Rendering
- Portfolio Project 07 - Stylized Character
- References and Storyboards, System Requirments
- Scene Blockout
- Establishing the shots
- Creating prefabs with Blueprints
- Intro to Speedtree
- Properties and Nodes
- Creating a Cypress Tree
- Set dressing
- Hero Piece Creation
- Lighting
- Water Material and Local Fog
- Niagara and Custom Blueprints
- Creating torch fire with Niagara Fluids
- Creating fog with Niagara Fluid
- Using Mocap Data in Unreal Engine
- Post-Processing
- Camera Movement
- Sound Design
- Rendering with MRQ
- Finalizing a Video with Davinci Resole
- Portfolio Project 08 - Creating a Cinematic