.
├── 1. Introduction to the course
│ ├── 1. About the profession
│ │ ├── 1. Ways to develop a 3D artist
│ │ │ └── 1-1_Ways to develop the 3D artist-v2
│ │ └── 2. Employment
│ │ └── 1-2_Employment-v2
│ ├── 2. About the course
│ │ ├── 1-3_What is the course-v2
│ │ └── 1-4_How the course program is built-v2
│ └── 3. Hydline on homework
│ ├── 1-5_Homework Hydline-v2
│ ├── 1-6_Loading the model on Sketchfab-v2
│ └── Sketchfab – load and set up the draft
├── 2. Pipeline
│ ├── 1What is Pipeline
│ │ └── 2-1_What is Pipeline-v2
│ ├── 2 Basic steps of a Pipeline
│ │ └── 2-2 │ ├─── 2.
│ ├── 3It is important to know
│ │ └── 2-3_Important to know-v2
│ ├── 4Payplane variations
│ │ └── 2-4_Pipeline-v2 variations
5 A few words about Mid-Poly
│ └── 2-5_a few words about Mid-Poly-v2
├── 3. Draft
│ ├─── 1Payplan of the draft
│ │ └── 3-1_Draft-Playline-v2
│ ├── 2Work with references
│ │ ├── 1About references
│ │ └─── 3-2_On references-v2
│ │ ├── 3Analysis of references
│ │ │ └── 3-3_Analysis of references-v2
│ │ └── 4DZ References
│ │ └── DZ-Reference
│ ├── 3Blocking
│ │ ├── 1Primitives and proportions
│ │ │ └── 3-4_Primitives and proportions-v2(1)
│ │ ├── 3PS Primitives
│ │ 𥀜──── Breakdown into primitives
│ │ │ └─── Fracturing into primitives_reviewing work
│ │ ├── 4Blocking
│ │ └─── 3-5_Blocking-v2
│ │ ├── 5PS Blocking
│ │ ├─── Answers to questions 220221
│ │ │ └─── Checking work 220221
│ │ ├── 6DZ Blocking
│ │ └─── DZ Blocking
│ │ ├── 7Silhouettes
│ │ └─── 3-6_Silhouettes-v2
│ │ └── 8DZ Silhouettes
│ │ └── DZ-Silhouettes
│ ├── 4Fine and secondary forms
│ │ ├─── 1Precision and secondary forms
│ │ │ └─── 3-7_ Clarification and secondary forms-v2
│ │ ├── 2Expression
│ │ └─── 3-8_Visibility-v2
│ │ └── 5Painting
│ │ └── 3-9_Painting color-v2
│ └── 5Detailing
│ ├── 1Detail
│ │ └── 3-10_Detail-v2
│ └─── 3On damage
│ └── 3-11_O Damage-v2
├── 4. Technical phases
│ ├─── 1Matter (topology)
│ │ ├── 1Subjects
│ │ └── 411 Sub-objects
│ │ ├── 2Rings and loops
│ │ └── 412 Edge Loop, Edge Ring
│ │ ├── 3What is a topology
│ │ └── 413 What is topology
│ │ ├── 4Major topology errors
│ │ └─── 414 Basic topology errors
│ │ └── 5Edge Flow
│ │ └── 415 Edge Flow
│ ├── 2High-Poly
│ │ ├── 1High-Poly requirements
│ │ └── 421 Basic requirements for HP(1)
│ │ ├── 2Way to create HP
│ │ └── 422 Ways to create HP (Sub-D, Sculpt)(1)
│ │ ├── 3How Sub-D works
│ │ └── 423 How does Sub-D(1) work
│ │ ├── 4Creating supports
│ │ ├── 4241 Practice
│ │ └── 424 Creation of Support Loops
│ │ ├── 5Crises
│ │ └── 425 Crises
│ │ ├── 6Transitions and geometry stitching
│ │ 𥀜── 4261 Practice
│ │ └── 426 Geometry transitions and stitching
│ │ ├── 8Small detailing and floaters
│ │ └── 427 Fine detail and floaters
│ │ └── 9Acceleration in ZBrush
│ │ └── 428 Accelerating work with ZBrush
│ ├── 3Low-Poly
│ │ ├── 1Basic rules
│ │ └── 431 Basic LP rules (1)
│ │ ├── 2Detail level
│ │ └── 432 Selecting the level of detail
│ │ ├── 3Way to create an LP
│ │ └── 433 Ways to create an LP
│ │ ├── 4Optimization
│ │ └── 434Optimization
│ │ ├── 5Geometry stitching
│ │ └── 435 Stitching of geometry
│ │ ├── 6Shading
│ │ └── 437Shading
│ │ ├── 7Lock normals
│ │ └── 438 Locked normals
│ │ └── 9Retopology
│ │ └── 439 Retopology
│ ├── 4UV Mapping
│ │ ├── 1What is UV
│ │ └── 441 What is UV
│ │ ├── 2Playlines of UV creation
│ │ └── 442Pipelines for UV creation
│ │ ├── 3Mapping methods
│ │ └── 443 Methods of mapping and creating seams
│ │ ├── 4Unfold UV
│ │ └── 444 Unfolding shelves
│ │ ├── 5 UV alignment
│ │ └─── 445 Alignment of UV-shells
│ │ ├── 6Texel
│ │ └── 446 Texel
│ │ ├── 7Optimization of the UV space
│ │ └── 447Optimization of the UV
│ │ ├── 8Packing and padding
│ │ └── 448 Packaging UV
│ │ └── 9Rectangular textures
│ │ └── 449 Rectangular textures
│ └── 5Baking
│ ├── 10Bake in 2 passes
│ │ └── 03 Bake in 2 passes
│ ├── 11Fixing artifacts
│ │ └── 04 Fixing artifacts
│ ├── 12Padding
│ │ └── 05Padding
│ ├── 13Further information about Normal
│ │ └── 06For more information about Normal Map
14Ambient Occlusion
│ │ ├── 07 Ambient Occlusion
│ │ ├── 08 Ambient Occlusion
│ │ └── 11 Features of the AO sash
│ ├── 15Additional cards
│ │ ├── 09 Curvature
│ │ └── 10 Material ID
│ ├── 16[Stream 2] Answers to questions
│ │ └── 12 Answers to questions
│ ├── 2Preparing the model
│ │ └── Preparing the model
│ ├── 3Cage and baking process
│ │ └── Cage and baking
│ ├── 4Shading
│ │ └── Shading
│ ├── 5Shading
│ │ └── Bevels
│ ├── 6Normals and working with them
│ │ └── Normals and work with them
│ ├── 7[Stream 1] Answers to questions
│ │ └── Answers to questionsmov
│ ├── 8Swapping overlaps
│ │ └── 01 Overlap offset
│ └── 9Test bake
│ └── 02 Test bake
├── 5. Textures
│ ├── 2The theory of PBR
│ │ ├── 1PBR Materials
│ │ ├─── 01_PBR_Type_Materials
│ │ │ ├── 02_PBR_Fresnel effect
│ │ │ ├── 03_PBR_Freshener effect
│ │ │ ├── 04_PBR_Albedo
│ │ │ ├── 05_PBR_Reflectivity
│ │ │ ├── 06_PBR_Microsurface
│ │ │ └ ─ ─ 07_PBR_Pipelines
│ │ ├── 2PBR Pipelines
│ │ ├─── 08_PBR_Spec-Gloss
│ │ │ ├── 09_PBR_Metallic_Roug
│ │ │ ├── ─ 10_PBR_ Comparison of Pipelines
│ │ └── 11_PBR_How to fix the white outline
│ │ ├── 3PBR Auxiliary textures
│ │ │ ├── 01_Ambient_Occlusion
│ │ │ ├── 02_Curvature
│ │ │ ├─── 03_World_Space_Normal
│ │ │ ├── 04_Position
│ │ │ ├── 05 Color_ID
│ │ │ ├── 06_Emissive
│ │ └─── 07_Thickness
│ │ └── 4PBR Material Calibration
│ │ └ ── PBR Validate
│ └── 3Workflow Basics
│ ├── 10Filters & Passthrough Blend
│ │ ├── 10 Filters & Passthrough Blend
│ │ └── Filters Passthrough Blend
│ ├── 11Anchor Points
│ │ ├── 11_Anchor Points
│ │ └── Anchor Points
│ ├── 12Paint Tools Brush & Eraser
│ │ ├── 12 Paint Tools Brush & Eraser
│ │ └── Paint Tools Brush Eraser
│ ├── 13Paint Features
│ │ └── Paint Features
│ ├── 14Presets
│ │ └── 13 Presets
│ ├── 15Filter Gradient
│ │ └── 14 Filter Gradient
│ ├── 16Generator UV Border Distance
│ │ └── 15 Generator UV Border Distance
│ ├──Quick Mask 17
│ │ └── 16 Quick Mask
│ ├── 18Export Textures
│ │ └── 17 Export Textures
│ ├─── 19Export Configuration
│ │ └── 18 Export Configuration
│ ├── 1Baking maps
│ │ ├── 01 Baking maps
│ │ └── Baking maps
│ ├── 20Opacity
│ │ └── 19 Opacity
│ ├── 21PBR Material calibration
│ │ └── PBR Validate
│ ├── 2Fill Layers Pipeline
│ │ ├── 02 Fill Layers Pipeline
│ │ └── Fill Layers Pipeline
│ ├── 3Generators
│ │ ├── 03 Generators
│ │ └── Generators
│ ├── 4Paint Effect
│ │ ├── 04 Paint Effect
│ │ └── Paint Effect
│ ├── 5Polygon Fill
│ │ ├── 05 Polygon Fill
│ │ └── Polygon Fill
│ ├── 6Base Masks
│ │ └── 06 Base Masks
│ ├── 7Smart Masks
│ │ ├── 07 Smart Masks
│ │ └── Smart Masks
│ ├── 8Smart Materials
│ │ ├── 08 Smart Materials
│ │ └── Smart Materials
│ └── 9Normal & Height
│ └── 09 Normal & Height
├── 6. Filing
│ ├── 1(Buttons) Marmoset Toolbag
│ │ ├── 1Interface and navigation
│ │ │ └── 1Interface and navigation
│ │ ├── 2Scene objects
│ │ └── 2Objects of the scene
│ │ ├── 3Environment and lighting
│ │ └─── 3Environment and lighting
│ │ ├── 4Camera
│ │ └─── 4Camera
│ │ ├── 5Additional scene objects
│ │ └─── 5Additional scenes
│ │ ├── 6Materials
│ │ └─── 6Materials
│ │ └── 7Render parameters
│ │ ├── 7Render settings
│ │ └── Sketchfab – marmoseet toolbag 4
│ └── 2Render and pitch
│ ├── 1Import and adjust the model
│ │ └── 1Import and adjust
│ ├── 2Camera angle
│ │ └── 2Facing
│ ├── 3Setting the light
│ │ └── 3Lighting
│ └── 4Marmoset Viewer
│ └── 4Export Viewer-a
├── [XYZ School] Draft Punk 4.0 – 3D Modeling for Games.7z.rar
├── [XYZ School] Draft Punk 4.0 – 3D Modeling for Games_Subtitles.7z
├─── Common Streaming
│ ├── 01. DP4 – 40 min Draft, Streaming with Students. 07.08.20
│ ├── 02. DP4. Introductory Stream
│ ├── 03. Pipeline and draft exposure
│ ├─── 04. Reference analysis breaking into primitives
│ ├─── 05. Blocking
│ ├─── 06. Silhouettes
│ ├─── 07. Clarification and secondary forms
│ ├─── 08. Painting the draft in color
│ ├── 09. Tertiary shapes
│ ├── 10. Sketchfab pour and customize draft-01
│ ├── 10. Sketchfab pour and set up draft-02
│ ├── 11. Breakthrough Streaming
│ ├── 12. High-poly
│ ├── 13. Using ZBrush to create HP
│ ├── 14. Low-Poly
│ ├── 15. Parsing HP cases
│ ├── 16. The first stream of 21 years
│ ├─── 17. UV Mapping
│ ├── 18. Bake. Part 1
│ ├─── 19. Bake. Part 2
│ ├── 20. Yeah, it’s a stream.
│ ├── 21. About textures
│ ├── 22. Another Friday stream
│ ├── 23. Serving
│ ├── 24. Another Friday Stream 2
│ ├── 25. Tile textures. Trims and atlases.
│ ├── 26. Friday Stream v3.0
│ ├── 27. Another Friday
│ ├── 28. Draft Punk. Meet UV Layout and more punking methods
│ ├─── 29. Talking Talk
│ ├── 30. Draft Punk. Let’s talk about designers
│ ├── 31. Feedback night
│ ├── 32. Streaming without prettiness
│ └── 33. Last call. October
└─── Streams, mentor debriefs
├─── Igor’s band (then he left)
│ └─── 27 01 2021 Bottles modeling
├─── Victor Kotov calls
│ ├── 01___Demo check – 08.10.20
│ ├─── 02__Home Check – 10/13/2020
│ ├─── 03_Checking of work – 10/15/20
│ ├─── 04_Check Work – 10/16/20
│ ├─── 05_Check of work – 10/19/20
│ ├──── 06_Separation of Works – 10/20/20
│ ├───── 07_An inspection of work – 10/22/20
│ ├───── 08_Check Work – 10/23.20
09_Dismantling of work – 10/28.20
│ ├── 10__Separation of Works – 10/30/20
│ ├──── 11__Separation of Works – 03.11.20
│ ├── 12__Separation of Works – 06.11.20
│ ├─── 13__Separation of Works – 04.11.20
│ ├──___Separation of Works – 05.11.20
│ ├─── 15__Proof work – 11.11.20
│ ├──── 16__Protection of works – 11.11.20
│ ├─── 17__Proof work – 12.01.21
│ ├─── 18___Check of works – January 20, 21
│ ├──___Check of works – 21.01.21
│ ├── 20___Questions on High-Poly in Zbrush (21.01.21)
│ ├─── 21__Procedure check – 01/25/21/21
│ ├─── 22__Proof work – January 27, 21
│ ├─── 23__Proof work – 28.01.21
│ ├──___playing Horizon Zero Dawn (and taking it apart)
│ ├── ─ ─ 25__Protecting the works – 01.02.21
│ ├── 26__Proof work – 08.02.21
│ ├──── 27__Check of works – 09.02.21
│ ├ ── ─ ─ 28_Check of works – 02.02.21
│ ├──___UV Layout 29
│ ├─── 30__Proof Work – 10.03.21 (textures + atlases)
│ └── 31___Check work – 09.04.21 (rendering and filing)
├─── Calling Dmitry Kopeikin
│ ├─── 01_Call – 08.10.2020
│ ├── 02___Call – 10/13 2020
│ ├── 03_Call – 10/15 2020
│ ├──___Call – 20.10.2020
│ ├─── 05__Call – 22.10.2020
│ ├──── 06_Call – 10/27 2020
│ ├──── 07_Call – 29.10.2020
│ ├──___Call – 05.11.2020
│ ├──___Call – 09.11.2020
│ ├── 10__Call – 11/10/2014
│ ├── 11___Call – 11/18/2020
│ ├── 12__Call – November 19, 2020
│ ├── 13__Call – 11/25/2020
│ ├───── 14__Call – November 26, 2020
│ ├─── 15__Call – 07.12.2020
│ ├──___Call – 08.12.2020
│ ├──── 17__Call – December 10, 2020
│ ├── 18__Call – December 15, 2020
│ ├──___Call – December 17, 2020
│ ├──___Call – December 22, 2020
│ ├──── 21_Call – 24.12.2020
│ ├── 22__Call – December 29, 2020
│ ├── 23__Call – 18.01.2021
│ ├──___Call – 19.01.2021
│ ├───___Call – 21.01.2021
│ ├── 26___Call – 26.01.2021
│ ├──___Call – 01.02.2021
│ ├─── 28__Call – 02.02.2021
│ ├──___Call – 09.02.2021
│ ├──── 30__Call – 02/11/2021
│ ├── 31___Call – February 16, 2021
│ ├── 32__Call – February 18, 2021
│ ├──___Call – 24.02.2021
│ ├───── 34__Call – February 25, 2021
│ ├ ─ ─ ─ ─ 35__Call – 03.03.2021
│ ├──── 36_Call – 03.03.2021
│ ├── 37___Call – March 17, 2021
│ ├──── 38__Call – March 24, 2021
│ ├── 39__Call – 31.03.2021
│ └── 40__Final call – 29.04.2021
└── Streams by Anton Ageev
├─── 01___13_10_2020 Blockout
├── 02___21_10_2020 Blockout 2-01
├── 02___21_10_2020 Blockout 2-02
├── 03___28_10_2020 Tile material
├─── 04___04_11_2020 Brick material (WiP)
├─── 05___11_11_2020 Floor material in UE4
├─── 06___21_11_2020 Wall constructor
├─── 07___25_11_2020 Create texture
├─── 08___02_12_2020 Board material
├─── 09___09_12_2020 Second UVset
├─── 10___16_12_2020 Log material
├── 11___23_12_2020 Detail Map
├─── 12___13_01_2021 Plants part 1
├── 13___20_01_2021 Candles
├─── 14___27_01_2021 Subdive modeling
├─── 15___03_02_2021 Subdive modeling part 2
├─── 16___10_02_2021 Lowpoly, mapping
├─── 17___17_02_2021 Baking
├─── 18___24_02_2021 Texturing
├─── 19___03_03_2021 Color Customize
├─── 20___10_03_2021 Ivy Grape. Part 1
├── 21___24_03_2021 Ivy Grape. Part 2
├─── 22___31_03_2021 Ivy Grape. Part 3
├─── 23___07_04_2021 Pipes. Part 1
├─── 24___14_04_2021 Pipes. Part 2
├─── 25___21_04_2021 Ivy Grape. Part 4
├─── 26___28_04_2021 Pipes. Part 3
└─── 27___05_05_2021 Damaged Floor. Part 1
Uraaaaaaaaaaaaaaaa
https://drawingamerica.com/courses/will-weston-drawing-hands-and-feet/
Can we get this one? Thanks