FLIPPED NORMALS – CONCEPT SCULPTING FOR FILM AND GAMES (Premium)

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FLIPPED NORMALS – CONCEPT SCULPTING FOR FILM AND GAMES

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FLIPPED NORMALS – CONCEPT SCULPTING FOR FILM AND GAMES Overview

Concept Sculpting for Film and Games

In Concept Sculpting for Film and Games, you’ll learn how to go from a rough base mesh to a refined concept sculpt, which can be used in the film industry and for games. We cover the entire process, where some chapters are real-time and others are sped up. Everything is properly narrated to make sure you get as much as possible out of it.
Presented by Senior Character Artists

The course is taught by Henning Sanden & Morten Jaeger who has long resumes of films under their belts. They have worked on some of the most hero creatures and characters out in the last few years, including Alien Covenant, Guardians of the Galaxy 2 and Pacific Rim: Uprising.

The techniques shown have been properly production tested and refined over many years.
Getting Clean Shapes

One of the key aspects of concept sculpting is really getting clean and solid shapes down early. We’ll spend a lot of time making sure our shapes are working well before moving onto finer details. Once you understand this process, everything you do will flow so much better.
Project Files Included

ZTools for the various chapters
Custom ZBrush Interface
Generic Human Base Mesh

Total Running Time

4 Hours and 48 Minutes

Chapter List

01 Blockout
02 Refinement
03 Torso
04 Head
05 Arms
06 Legs
07 Zremeshing
08 Refinement
09 Head Refinement
10 Refinement
11 Posing

Software Used

ZBrush 2018

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