Author:Alexey Savelyev
Production: 3D Monsters
Genre: 3D modeling
Description:
During the course we create a Paladin model according to AAA gaming industry standards.
In 6 months you will learn how to create characters for computer games using the pipelines of leading game studios
Duration: 203:51:32
Video quality: PCRec
Voice language: Russian
Advertising: There are third-party overlays
– Understand the process of creating 3D models in films and games
– Create anthropomorphic characters
– Create weapons, armor, clothing items
– Convey the basic anatomy of the male body
– Sculpt the character’s hands and head with detailed skin, wrinkles and scars
– Create high poly and low poly models
– Bake cards
– Texture various objects, including the character’s scalp and hands
– Create hairstyles according to the game plan
– Create custom Metahumans based on Unreal Engine 5
– Learn to set up the scene, materials and lighting in Marmoset and Unreal Engine 5
– Receive high quality renders
– Present your model
– Concept analysis, selection of references
– Human body types, basic anatomy, proportions, landscapes, posture and stature
– Human head
– How we work with the base mesh
– Working on blocking the character in A pose
– How to complete your work before sending it for feedback
– Modeling the chest armor, selecting the design
– Modeling the shoulders and arm armor
– Modeling a glove
– Modeling chain mail
Week 3 – Armor Form with Clean Topology
– We select the design of ornaments and decorative elements
– We work with large impacts and damage
– We work with small parts
Week 4-5 – Armor detailing
– We select the design of ornaments and decorative elements
– We work with large impacts and damage
– We work with small parts
Week 6-7 – Working on clothes
– Leather vest and thigh protection
– Working on gloves and boots using cloth brushes
– Simulation of pants fabric in marvelous designer
– Working on a raincoat using mixed techniques
– Working with additional detail of objects (noise, texture, folds)
Week 8-10 – Working on weapons and accessories
– Modeling a sword and shield
– We work with layers, medium shapes, create ornaments on metal, additional folds, leather texture, etc.
– Modeling a book
– Modeling belts, buckles, etc.
Week 11-12 – Sculpting the head and arms
– Theory of human head anatomy
– Working with 3D scans, analysis of modern pipelines for production, principles of using Unreal Metahuman
– How to work with references and achieve similarity
– We create a sculpt of the character’s head, work on medium forms, fine detailing
– Working on the character’s hands
Week 13-16 – Retopology, UV and bake
– Theory of retopology
– Work on character retopology
– UV Theory
– Create a UV character, pack UV tiles
– Theory of cards and baking
– Baking character cards
Week 17-18 – Texturing and scene in Unreal engine 5
– Introductory lecture on texturing
– Adding a model to Unreal Engine 5, connecting and setting up materials, setting up lighting and cameras
– Texturing the model, exporting textures
– Test renders from Unreal
Week 19-20 – Working on the character’s head
– Creation of a custom metahuman based on our sculpt
– Transferring the detailing of our sculpt to the Metahuman mesh using Wrap 3d
– Additional sculpting
– Working with eyes, eyebrows and eyelashes
– Working with maps for metahuman materials in Unreal Engine 5
– Adding a head in Unreal Engine 5, connecting to the model and setting up materials
– Work on a similar pipeline with the character’s hands
– Theory of work in Maya Xgen
– Generation of hair to create maps,
– getting maps inside Maya
– Generation of hair for the cap (scalp), creation of additional cards
– Generation of eyebrows and eyelashes, transfer to Unreal using alembic cache (alternative pipeline)
– Installation and review of the GS Curve Tools plugin
Week 21-23 – Creating a hairstyle, hair detailing
– Introductory lecture
– We work with the GS Curve Tools plugin
– Setting up hair materials in Unreal
– Place the dies on the character’s head
– Adding a hairstyle in Unreal
Week 24 – Pose, rendering, styling
– Final setup of shaders and model
– We put the character in a pose and sculpt the changed anatomy of the hands
– Working with cameras, angles
– Lighting
– Render
– Presentation of work in a portfolio (we will show all stages of creating a model).
Screenshots:
Distribution time: from 16:00 to 22:00 (until the first 3-5 downloaders appear)
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| Registered: | 25 Dec 2025 16:36:29 | |
| Size: | 129 GB () | |
| Rating: | (Voices: 9) |
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| Thanked: | 18 | |
| Examination: | Design verified by moderator 25 Dec 2025 16:53:34 | |
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