M3DS Academy

FOR 3D AND GAME DESIGN

Address  Ljubljanska 5, Skopje 1000

Tel: +38977820335

Email: m3dsanimation@gmail.com

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GET IN TOUCH

Copyright M3DS Academy 2018 | All Rights Reserved

 

For the start of the Academy Year, we will be using Autodesk Maya as its an industry-standard.

Autodesk Maya a broad range of attractive dynamic and complex models to life - from Weapons and Environments to Creatures and Characters.

Master a full toolkit of helpful tools and shortcuts, to produce stunning models and get the most from your effort. 

Important Goals that we much achieve in the first three months are:

 

  • Learning the Basics/Intermediate tools of Autodesk Maya

  • Learning the Geometry Workflow for the Game and Film Industry

  • Creating and working with complex geometry 

  • Exploring Animation

  • Creating your first models

  • Working with Deformers 

  • Understanding how Blend shape Geometry works

  • Learning the workflow between software

ODELING

 

​ZBrush is the most advanced digital sculpting program out there. What separates it from other 3D tools is that ZBrush mimics traditional sculpting techniques all done digitally on a computer.

Sculpting in ZBrush, it's like working with a digital ball of clay, shaping the object as if you were working by hand.

In this part of the pipeline, you will learn how to use ZBrush as a conceptualization tool for organic and hard surface models. 

The concept model will then serve as a guide to create a clean mesh using Maya's retopology tools. They will conclude by learning all of Substance Painter available features for texturing.

hmm... hard to understand we know...

so the instructors from M3DS have

prepared a video to help you.

CULPTING

MAPPING

 is the 3D modeling process of projecting a 2D image

( image2 ) to a 3D model's surface ( image) for texture mapping, essential for texturing, but not very interesting.

The UV can be crated in multiple programs but with the new futures of Autodesk Maya, we have the advantage to create quick and industry-standard Uvs.

 

If we don't create the Uvs how it should be, we would not be able to Texture our Models professionally. 
 

But don’t worry! We explain UV Maping in the most crystal clear and easy to follow way that you’ll never have trouble with UVs again.

Never before has learning UVs been so painless and quick!

 

With Substance Painter, you will learn abilities to push your objects to the limit until real-world materials at the push of a button, blend them across your model to produce stunning works of art, in no time at all.

Nearly every AAA game studio uses Substance Painter, making it the industry standard for physically-based rendering material authoring.

 Here we will start with the basics, showing you how to create a project and import assets, as well as use the integrated baking system. 


 

  • Fundamentals of Substance Painter

  • Normal & height map ( transferring the maps from Zbrush ) 

  • PBR metal/rough & spec/gloss

  • Alphas, textures, and shapes

  • Smart materials

  • Creating your own custom materials

  • Export for Unreal Engine, Unity...

 

Rigging for some artists Rigging its amazing for someone its pain in the hours...

In the industry Rigging was and it's still the hardest and most creative department why?

Because for some characters in the Animation movies they have more than 6000 controls!

  • In the Academy, you will have the chance to learn how to ring your own characters and model.

  • Understanding the influence of the geometry (example skin)

  • Creating custom controls

  • Rigging Animals

  • Rigging mechanical models

  • Creating Facial rigging and controls

  • What will be the most interesting thing is we will be creating a rig for motion capture where we are going to test our rigs with our own acting abilities!

 

When we start animating that means we can start now implementing our feelings and emotions to the characters, our goal its to achieve the personality and acting with the right sense to the characters.

  • We will start by learning the fundamentals of the traditional 2D animation

  • Learning the workflow for Game and Film Animation

  • Animating walk and run cycles

  • Animation Live-action scenes

  • We will be working with Motion Capture Suits acting our animations and refining it.

  • Finally, we will be creating Animations for your Game project!

Animation

Profil_XSens.png

Find out how motion capture works >>>

 

Game

Development

- Unreal Engine 4 gives you everything you need to start from enterprise applications and cinematic experiences to high-quality games across PC, console, mobile, VR and AR.


- In this course, you will get a basic understanding of game mechanics and gameplay also you will be able to develop a game from scratch using blueprints.


- Be able to combine multiple animations for your games characters create costumes environments, AI (Artificial Intelligence) for your game as well as
the game logic and boundaries you’ll want to have.

 
 

When the student is finishing the Academy Year they must provide a graduation project is a short animated movie for which the student will write a script, create characters, environments, and animation. The video will be an excellent contribution to your first portfolio.

 

When the student successfully completing the practical assignments, delivering the final project and their portfolio, each student will be able to receive an international certificate of completion from Autodesk Training Center.

 As a certified specialist will be entered into the Autodesk Certified database.

KEEP IN MIND!!! The student Portfolio is the most important aspect of the whole graduation where the student is showing their best work.