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Mechanical Skull – Michael Pavlovich

Release date:2020, December

Author:Michael Pavlovich

Skill level:Beginner

Language:English

Exercise files:Yes

In this series we go over how to create a mechanical skull, from reference images to high res to game res to baking and rendering!
We start by using 2D reference to help us make a gorilla skull in ZBrush, turn that into a mechanical version using a variety of techniques, from sculpting to SubD modeling, booleans, alphas, and more! From there we create a “game res” showing a variety of overlapping techniques using ZBrush, Maya, and HeadUs (although most techniques are transferable to your 3D package of choice). While doing this we discuss best practices for UV seams and vertex costs, balancing fidelity with optimization, and finally end up in Marmoset Toolbag to discuss baking mesh maps.

From there we head into Substance Painter, where we show off the built-in UV and baking capabilities there, discuss a number of Painter basics, material instances, SSS, Emissive, post effects, and finally creating our final image using the built-in IRAY renderer. Next, we’ll discuss setting up custom exports in Painter, create one to export our files out of Painter, then import everything into Marmoset for another rendering option. Finally, we’ll export out of Painter straight into SketchFab, and set up our sharable 3D file there!

This is a really fun series to get in there and have some fun creating in ZBrush, and brush up on some basics to get it optimized for a real time engine!

Watch online or Download for Free

001_HighRes
001Organic
001_Gathering_Reference
002_Kuadro_Reference_Viewer
003_Setting_Up_Spotlight_Reference
004_Snapping_Camera_Angles_to_Reference
005_Refining_the_Blockout_Sculpt
006_See_Through_and_Fade_Opacity
007_Image_Plane_Modeling
008_Starting_With_a_Human_Skull
009_Continuing_to_Refine_the_Blockout
010_Separating_Subtools
011_Boolean_Dynamesh
012_Opening_a_Saved_Spotlight
013_Refining_the_Jaw
014_Saving_and_Loading
015_Further_Refining_the_Jaw
016_Borrowing_Teeth
017_Creating_a_Tooth_IMM_Brush
018_Refining_the_Teeth
019_Refining_the_Skull
020_Customizing_the_Interface
021_Skull_Secondary_Forms
022_Stroke_Refinement_Techniques
023_Projecting_to_a_Subtool
024_History_Project
025_ZRemeshing_the_Teeth
026_Detailing_the_Teeth
027_Polypainting
028_UVs_and_Textures
029_Materials_and_Rendering

002Mechanical
030_Dynamesh_Resolution
031_Hard_Surface_Brushes
032_Hard_Surface_Sculpt_Exploration
033_Slicing_Pieces_Off
034_Masking_Pieces_Off
035_ZModeler_Mechanical_Eye
036_Boolean_and_Masking_Detail_Techniques
037_Complex_Object_Separation
038_Lightweighting_Techniques
039_Other_Trim_and_Planar_Brushes
040_ZSphere_Part_Rebuild
041_Detail_Timelapse
042_Frame_Border_IMM_Panel_Cuts
043_ZModeler_Skull_Pieces
044_Creating_Recessed_Screwports
045_File_Cleanup_and_Organization

002_GameRes
046_Retopology_Prep
047_ZSphere_Retopology
048_ZSphere_Topology_Select_Mesh
049_Exporting_and_Importing
050_Maya_File_Setup
051_Maya_Hotkeys_and_Shelf
052_Quad_Draw_Topology
053_Mesh_Cleanup
054_Maya_UV_Toolkit
055_Headus_UVLayout
056_Optimization_and_Fidelity_UV_and_Vert_Cost
057_Optimization_and_Fidelity_Vert_Normal_Cost
058_Optimization_and_Fidelity_Texel_Density
059_UVing_Half_in_Headus_UVLayout
060_Quick_Packing_and_Mirroring
061_Maya_UV_Layout
062_Setting_Up_Texture_Sets_or_UDIMS
063_Naming_for_Clean_Bakes
064_Maya_UVs
065_Renaming_Multiple_Objects_in_Maya
066_Quad_Draw_Teeth_Topology
067_Assigning_Materials_for_Bakes
068_Mesh_Cleanup
069_Minor_UV_Fixes
070_Mirroring_Stacked_Geometry
071_Harden_by_Texture_Borders_and_Script
072_Breaking_Connections
073_Matching_Names_for_Baking
074_Applying_Subdivisions_for_High_Res
075_Polypaint_for_Vert_Color
076_Exporting_High_and_Low_for_Bakes
077_Triangulation
078_Marmoset_Setup_and_Baking
079_Marmoset_Cage_Offset
080_Cage_Files
081_Marmoset_Resolution_and_Skew_Painting
082_Marmoset_Lighting_and_Render_Settings
083_Maya_HUD_Polygon_and_UV_Statistics
084_UDIMS

003_BakesAndMaterials
085_Substance_Painter_Project_Setup
086_Substance_Painter_Auto_UVs
087_Substance_Painter_Hardware_Performance
088_Substance_Painter_Baking
089_Substance_Painter_Baking_All_Texture_Sets
090_Fixing_Faceted_Objects
091_Substance_Painter_Assigning_Materials
092_Substance_Painter_Layering_Materials
093_Substance_Painter_Custom_Smart_Material
094_Substance_Share_and_Substance_Source
095_Substance_Painter_Instantiate_Across_Texture_Sets
096_Substance_Painter_Material_Instances_Subsurface_Scattering_SSS_and_Opacity
097_Substance_Painter_Creating_Tiling_Knurling_Height
098_Substance_Painter_Emissive_Dilation_and_Glare
099_Substance_Painter_Thickness_SSS_and_Paint_Layers
100_Substance_Painter_Alpha_Control_and_Font_Text
101_Substance_Painter_Choosing_and_Importing_Environment_Maps
102_Substance_Painter_Mottled_Dirt_with_Gradient_Maps_and_Filters
103_Substance_Painter_IRAY

004_ExternalRendering
104_Substance_Painter_Custom_Export_Texture_Configs
105_Marmoset_Applying_Textures_to_Materials
106_Marmoset_Sky_Options
107_Marmoset_Main_Camera_Options
108_Marmoset_Render_Options
109_Marmoset_Lights
110_Marmoset_Shadow_Catcher_and_Backdrop
111_Marmoset_Substance_Designer_Import
112_Marmoset_Duplicating_Rendering_and_Saving
113_Substance_Painter_Sketchfab_Export

Files.7z


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3 Comments

  1. can you please upload this; CHARACTER MODELING FOR PRODUCTION
    MAXIMIZING YOUR WORKFLOW FOR DEADLINES WITH KRYSTAL SAE EUA
    from gnomonworkshop.

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