![]() Throughout the workshop, Sean’s emphasis is on sharing his tried-and-tested approach to modeling weapons for production. He then delves into the detailing work, sharing advanced techniques to achieve a visually stunning and realistic final look for the sci-fi pistol. Sean guides you through the creation of a master material template, providing a solid foundation for texturing the weapon. The final stage of the process takes place in Substance Painter. Sean then utilizes Marmoset Toolbag to bake the necessary maps, ensuring accurate and efficient transfer of details from the high-poly model to the final asset. This step is crucial for optimizing the UV space and preparing the model for texturing. Once the high-res model is complete, Sean takes you through the process of unwrapping and packing the UVs using Rizom UV Layout. You will learn how to effectively utilize ZBrush to create a final high-poly model that captures the essence of a sci-fi pistol. ![]() Moving into ZBrush, Sean applies hard-surface sculpting techniques to enhance the model and achieve a high level of detail. ![]() By incorporating references from classic shooters, Sean establishes a general style target for the model, ensuring it fits within the desired aesthetic. Using the initial concept as a guide, he takes creative liberties to refine and adjust the model as needed. The workshop begins in Maya, where Sean demonstrates how to create a rough block-out of the weapon. Sean, drawing from his extensive experience in hard-surface and weapon design, shares his professional workflow and techniques to help you master the art of modeling weapons for games. ![]() ![]() In this workshop led by Sean Marino, Associate Art Director at Riot Games, you will learn the process of creating a sci-fi pistol for game production. ![]()
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