Titular Professors
The student knows how to apply the specialties of the modeling for video games and interactive environments.
The student is able to create textures for 3D models digitally.
The student is able to apply the digital foundations of the creation of objects and scenarios with 3D modeling and the mapping of textures.
The subject will be based in 2 exercises sharing a unique context.
Exercise 1: Creation of a creature (based on 5 sessions)
session 1:
Introduction. Research of reference images
Zspheres / insert mesh brushes
Adaptive skin
save tool and save Fil
Session 2:
Dynamesh
Masks and Transpose tool (gizmo)
Polygroups
Materials (basics and matcalps) customizing matcalps
Model sheet
Session 3:
UI customization
Zremesher
Subdivisions
Primary Details
Secondary Details
Layers
Alphas
Session 4:
Turntable and recording video
Uvs unwrap
Polypaint
Spotlight (textures projection)
Session 5:
Transpose Master
Renders and lighting
Exercise 2 creation of a character (based on 5 sessions)
session 6:
Introduction. Research fo reference images.
Armature: zspheres or insert mesh
Dynamesh and shape
Session 7:
Zremesher and polygroups
Subtools
cloth, armours, props, etc.
Session 8:
Noise maker
Array mesh
Nano mesh
Session 10:
posing the character
Integration both figures (creature and character)
Renders
The subject will be developed through active and participatory teaching methodologies that help the student to assimilate the knowledge, competences and learning objectives of the subject. The cooperative work as well as the autonomous work will be promoted, strengthening the interrelation between student and teacher; as well as the interdisciplinarity that will give the opportunity to expand concepts between diverse matters.
The evaluation of the subject will be divided n two different parts, one per each exercice. The final grade will be the average between both deliveries. The subject will be failed if one of those exercises is failed or not delivered, and it will have to be recovered by delivering the exercise properly done. The students work will be properly traces and guided with feedbacks and punctual deliverires.
BOOKS
Anatomía
- Richer, P. (1998). Artistic Anatomy. Practical Art Books.
- Ellenberger, W. (1966). An Atlas of Animal Anatomy for Artists. Dover Anatomy for Artists.
- Delavier, F. (2010). Strength Training Anatomy.
- Delavier, F., Clemenceau, J.P., Gundill, M. (2011). Delaviers Stretching Anatomy.
Websites
- Eaton, S. (2018). EscotEaton. http://www.scott-eaton.com
- Anatomy tools. (2013). http://www.anatomytools.com
- Anatomy for sculptors. (2020). https://anatomy4sculptors.com/pages/about-us
Resources
- 3d Scan Store. Captured 3d Assets for Artists, Sculptors and Developers. (2013). https://www.3dscanstore.com/
- Anatomy 360. (2019). https://anatomy360.info
- Texturing XYZ (2020). https://texturing.xyz
- Pixologic. Resource Center. (2020) https://pixologic.com/zbrush/downloadcenter
Softwares Documentation
- Pixologic. Zbrush. Documentation (2020). http://docs.pixologic.com
Master Classes
- Zbrush Summit. (2020). https://summit.pixologic.com
Forums and comunities
- ZBrush Central (2020). https://www.zbrushcentral.com
- Artstation (2020) https://www.artstation.com
Artists, Companies and Studios
- Keos Masons (2020) http://www.keosmasons.com
- Think Tank, Training Center. (2020) https://www.tttc.ca
- Blanco, J., Javier Blanco, Model & Texture Artist. (2020) https://www.javiblanco.com
- Tedeschi, F., Furio Tedeschi, CG Artist. (2020) https://furio.artstation.com
- Sinclair, B., Brett Sinclair, Freelance Character Artist. (2020) https://brettsinclair3d.com
- Sims, A., Aaron Sims Creative. (2020) https://www.aaronsimscreative.com
- Grassetti, R., Grassetti. (2020) https://rgrassetti.com
- Aerni, M., Mathiew Aern, CG Character Artist (2020) http://mataerni.com