We will create two stylized characters during this course. Each project will last five weeks. This might sound like a long time, but we will be iterating on these pieces heavily and the pace should be brisk, but not intimidating.
Although we are creating stylized characters, the goal will be to create subjects which feel grounded enough in reality that they still seem viable, functional and believable.
While some of the costuming or props for these characters may incorporate industrial elements, the primary focus will be on organic, natural forms. In short, we will look to stylize things we find in nature, and anatomy right up to the point where they lose viability as a natural shape. If you are looking to work exclusively on hard surface elements, that may be outside the scope of the course.
The deliverables for the first character will be a series of high resolution images and a turntable of a digital maquette created primarily in zbrush.
The second character will be a production ready mesh which will start as a zbrush sculpt OR Maya base mesh (this will be up to the individual artist using the design of the character as a metric for choosing a pipeline). The Deliverable will be a 3D model, with production ready topology and UVs with textures applied in Substance Painter.
Zbrush -- digital sculpting
Maya --Digital Modeling, Deformation, and UV layout
Substance Painter -- Digital Material/Shader development, baking, and texturing
Xnormal (slight) --baking
Iray (slight) -- rendering
Arnold (slight) -- rendering
Marmoset Toolbag -- rendering/Display
Course Format: Standard
Duration: 10 Weeks
Lecture Type: Pre-recorded
Assignment: Deadlines each week.
Feedback: Individual Recordings
Q&A: Once a week.
*For classes with less than 6 students feedback may be provided during the live QandA session.