Tags
Language
Tags
October 2025
Su Mo Tu We Th Fr Sa
28 29 30 1 2 3 4
5 6 7 8 9 10 11
12 13 14 15 16 17 18
19 20 21 22 23 24 25
26 27 28 29 30 31 1
    Attention❗ To save your time, in order to download anything on this site, you must be registered 👉 HERE. If you do not have a registration yet, it is better to do it right away. ✌

    ( • )( • ) ( ͡⚆ ͜ʖ ͡⚆ ) (‿ˠ‿)
    SpicyMags.xyz

    Model A Complex 3D Scifi Ship With Maya And Zbrush

    Posted By: ELK1nG
    Model A Complex 3D Scifi Ship With Maya And Zbrush

    Model A Complex 3D Scifi Ship With Maya And Zbrush
    Last updated 2/2019
    MP4 | Video: h264, 1280x720 | Audio: AAC, 44.1 KHz
    Language: English | Size: 5.84 GB | Duration: 6h 56m

    Create a scifi spaceship in Maya for detailing in ZBrush

    What you'll learn
    Students will learn to quickly create a sci fi spaceship using simple methods, sticking with large shapes
    Students will grasp working with edge-extrusion modeling
    Students will learn to create and use an IMM (Insert Multimesh) Brush in Zbrush
    Students will use LiveBooleans in ZBrush to add details to the sci fi spaceship
    Requirements
    Students need to know basic Maya modeling and controls
    Students need to know basic ZBrush functionalities and tools.
    Description
    In the Scifi Ship Series, we'll sart by creating simple shapes via edge extrusion in Maya, as it's one of the easiest methods to create viable meshes. When creating meshes in Maya, the fewer tools you use, generally, is the better your end result because you end up focusing on the best aspects of the tools to create what you need. Edge loops for better subdivisions are paramount when working with models that are going to be more than just 'game ready' (low poly) and will help create cleaner beveling when the mesh smoothes as opposed to subdividing without edge loops. Once the mesh has been imported into ZBrush, proper usage of polygroups will assist in mirrored details and overall cleanliness. IMM (InsertMultiMesh) Brushes are vital to helping to add the 'greebles' and accessories to hard surfaces to add interest. LiveBoolean is a new tool that's paramount in creating inset cuts and booleaned shapes within the ZBrush subtools to add more futuristic details to parts of the sci-fi spaceship. When combining tools in ZBrush, like IMM brushes with LiveBooleans, the speed at which the model is populated with details is greatly decreased, which helps with tight deadlines in production. Add in using Slice Curves to add polygroups to a mesh with Curve Functions to create frame meshes that follow the seam of the polygroups precisely, and the end results are a model that looks thoroughly populated yet futuristically refined.   More about the Instructor:Having 25 years of experience in the video game development/entertainment arenas, Stephen G. Wells is well versed in a variety of programs and production pipelines and strives to work as cleanly and efficiently as possible. Having done pretty much everything, he enjoys getting to share his knowledge and experience in the hopes that he can help students gain a better understanding and appreciation of what 3D computer art (in all its varying forms) has to offer.

    Overview

    Section 1: Blocking out the Main Shapes and Hull

    Lecture 1 Download Source files here!

    Lecture 2 Introduction

    Lecture 3 Schematics and Modeling Foundations

    Lecture 4 Cockpit Modeling

    Lecture 5 Beginning the Main Hull

    Lecture 6 Following Schematic Lines

    Lecture 7 Finishing the Hull and Mirroring

    Section 2: Wings, Fins, and Additional Details

    Lecture 8 Introduction

    Lecture 9 Building Wings

    Lecture 10 The Wing Arm and Engine

    Lecture 11 Creating the Rear Fin and Nacelles

    Lecture 12 Expanding the Nacelles

    Lecture 13 Nacelle Wings N Things

    Section 3: Refining the Hull and Preparing the ZBrush

    Lecture 14 Introduction

    Lecture 15 Nacelle Hitch Piece and Rear

    Lecture 16 Refining Hull Features

    Lecture 17 Creating the Wing Fins

    Lecture 18 Using Insert Edge loops

    Lecture 19 Subdividing the Mesh to Import for ZBrush

    Section 4: ZBrush Work and Details

    Lecture 20 Introduction

    Lecture 21 Greebles, Booleans, IMM Brush

    Lecture 22 Nacelle IMM Brush Work

    Lecture 23 Hull Intakes and Engine Work

    Lecture 24 Adding Hull Elements

    Lecture 25 Lower Nacelle Elements

    Section 5: Polish Details and Presentations

    Lecture 26 Introduction

    Lecture 27 Booleans on the Nacelles

    Lecture 28 Wing Arms Booleans

    Lecture 29 Hull Panel Loops

    Lecture 30 Extra Hull Booleans

    Lecture 31 Beginning of the End

    Lecture 32 Final Touches

    Lecture 33 Bonus Lecture: Further Learning with 3dmotive

    Students who have knowledge of Maya and ZBrush but who would like to get to explore how each can compliment the other.