
![]() Joe Pikop |
![]() Current Session: Feb 18, 2013 - May 8, 2013 Next Session: Jun 3, 2013 - Aug 26, 2013 Mon / Wed 7:00pm - 10:00pm |
![]() Seattle Campus |
The class starts out with an introduction to the interface and sculpting tools used in ZBrush. After a series of in-class sculpting exercises, students will begin sculpting a complete character or creature of their choice. This first main assignment is intended to walk the student through the entire game pipeline of sculpting, creating an in-game low-poly mesh, and rendering the high-poly sculpt information down to usable textures (normal maps, specular, ambient occlusion, etc).
This month focuses on hard surface modeling for vehicles, weapons, mechs and architectural details. Students will learn a unique workflow for sculpting rough forms in ZBrush and then retopoligizing them to create clean hard edged geometry. Students will be shown how to easily switch between ZBrush and 3Ds Max, and other modeling tools will be demonstrated while in 3Ds Max. The second main assignment will be to create a vehicle, weapon, mech, or architectural piece using the hard surface modeling tools shown in class.
This final month focuses on finishing the two main assignments and creating professional quality renders for your portfolio. The instructor will show how to take the source textures that you rendered from your models and turn them into finished materials. Students will be shown examples of different materials (flesh, metal, leather, stone, hair, etc.) and how to recreate them. As students finalize their projects, the instructor will help them individually on areas that need improvement.

$1695
Email register@futurepoly.com to sign up for this course.



