Asset Pipeline in Maya and ZBrush
Pluralsight
Course Summary
In this series of Maya and ZBrush tutorials, we'll talk about the process of working on an asset using multiple applications - in this case Maya and ZBrush. Software required: ZBrush 4R6, Maya 2015.
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Course Description
In this series of Maya and ZBrush tutorials, we'll talk about the process of working on an asset using multiple applications - in this case Maya and ZBrush. We'll begin by using Maya's modeling tools to create some base geometry for an alien orb. Then we'll take our geometry into ZBrush where we'll begin detailing it. We'll use masking and deformation to create some initial surface detail and follow that up by using a variety of brushes to finish out the shell. We'll also learn to use radial symmetry to quickly add detail. We'll then take a look at adding new geometry from Maya in the middle of our ZBrush project and create our gem from scratch using a ZBrush primitive. Once the sculpting is done, we'll create a UV layout and output color and normal maps. To finish up this Maya and ZBrush training, we'll reassemble everything in Maya. Software required: ZBrush 4R6, Maya 2015.
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Course Syllabus
Introduction and Project Overview- 1m 10s
—Introduction and Project Overview 1m 10sAsset Pipeline in Maya and ZBrush- 1h 24m
—Creating Base Geometry in Maya 7m 21s
—Transferring Geometry to ZBrush 3m 16s
—Using Masking to Structure the Outer Shell 7m 35s
—Detailing the Outer Shell 8m 27s
—Using Noise to Detail the Shell 6m 44s
—Sculpting with Radial Symmetry 7m 16s
—Adding New Geometry with Maya 6m 51s
—Creating the Gem 7m 42s
—Painting the Objects 11m 22s
—Creating a UV Layout 3m 58s
—Creating and Outputting Maps 6m 23s
—Reassembling Geometry in Maya 7m 12s