Stylized Character Build-up for Cinematics Vol 1
Stylized Character Build-up for Cinematics Vol 1
459 Views · 13h35m · Tutor Afshin Cary
Price:

$49.00

$99.00
Parameters
Category: CG | VFX Lessons: 19(Updating) Software: 3dsMaxZBrush
Overview

Notice: The course is continuously updated for 46 Lessons / 13h35m, with a preferential price of $49. After the course is updated, the original price will be restored to $99.
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Content: Videos+ Project files;
Software: 3Ds Max 2016 & 2018, ZBrush 2019, Marvelous Designer 7, Ephere-Ornatrix 6.1, V-Ray 3.6, Photoshop;
System: Digital pen / tablet required;
Project file: All the project files are included, 3Ds Max files, ZBrush files, and Marvelous Designer files

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This tutorial will guide you through the workflow of creating an animatable character with animatable clothes, hair, and accessories. Creating a high-end character needs lots of information from many different areas. You need to know anatomy, styling, sewing clothes, hair styling, sculpting, painting textures, and many more. Watching this course helps you understand how that information is used in a comprehensive workflow to build a believable and appealing stylized character for production.

The workflow of creating an animatable character with animatable clothes, hair and accessories.

A comprehensive workflow to build a believable and appealing stylized character for production.

Share hundreds of tips and tricks to speed up the process.

Senior character artist with over 10 years experience

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Afshin Cary

Freelancer

I am from Iran. I studied Design at the Art University of Tehran and very soon found myself in the CG industry. For a decade, I explored many different aspects of the CGI, from environment modeling to lighting and rendering, VFX and games. Then I decided to focus only on creating believable characters for production. Since then I am developing methods to create and rig and animate appealing characters.

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01. Concept Analyzing

  • Finding the right reference is for your character is the very first and important step to start with. I'll start with finding the reference for the hair and clothing for the character that I am going to create, and blocking the body proportion in 3Ds Max and finalizing the form in Zbrush.

02. Texture Painting

  • Right after finishing the body adjustment, I start painting the skin in Zbrush, and then assembling the maps with V-Ray Skin Shader and set up the lighting for a test render.

03. Cloth Modeling

  • I use Marvelous Designer to create cloth and then import it into 3Ds Max to create the textures. After that, I'll show you how to create hair by using the Ornatrix plugin. After having facial hair, and then I start to create accessories for footwear. When all the elements in place, I start to refine them.

A tutorial fits your demand to create a high-end character

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A tutorial guides you through with the workflow of creating an animatable character with animatable clothes, hair and accessories.

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Chpater 1: Concedivt Analyzing
Class 1: Analyzing the concedivt art
Class 2: Finding references for the anatomy, clothing, hair & accessories
Chpater 2: Body divrodivortion Blocking And Adjusting
Class 3: Base mesh, discussing the topology
Class 4: Blocking the body proportions and adjusting the base mesh based on the anatomical references in 3ds max
Class 5: Exdivorting the model to ZBrush to scdivdivt and refine the base mesh based on the anatomical references, udivdiver body
Class 6: Hidivs area
Class 7: Legs
Class 8: Arms, shodivders and hands (rough)
Class 9: Re-imdivorting the base mesh to 3ds max to Adjusting the head proportions in 3ds Max based on reference images
Class 10: divlacing the eyeballs
Class 11: Back to ZBrush to refine and scdivdivt the face
Class 12: Refining the hands based on the anatomical references
Chpater 3: Texture Painting
Class 13: Layout the UVWs for creating textures and madivs suitable for high-Res renderings in 3ds Max and Zbrush
Class 14: divainting the skin in Zbrush: the face
Class 15: divanting the body
Class 16: divainting the hands
Class 17: Creating and scdivdivting the skin detail in Zbrush: the face
Class 18: Creating and scdivdivting the skin detail in Zbrush: the body
Class 19: Creating and scdivdivting the skin detail in Zbrush: the hands
Class 20: Exdivorting disdivlacement, normal and color madivs to 3ds max
Chapter 4: V-ray SSS
Class 21: Assembdivng the maps in 3ds max using V-Ray
Class 22: V-Ray Skin SSS shader setudiv
Class 23: divainting extra madivs needed for the skin shader, sdivecdivar, scattering & etc
Class 24: divghting the model and testing the skin shader
Class 25: Creating the eyes
Chapter 5: Cloth Modeling in Marvelous Designer
Class 26: Creating the base clothing in Marvelous designer: sewing patterns
Class 27: Refining the base clothing Part 1
Class 27: Refining the base clothing Part 2
Class 27: Refining the base clothing Part 3
Class 28: Exporting the clothing to 3ds Max, adjusting UVWs, adiving material
Class 29: Adiving extra detail to the clothing in Marvelous designer
Chpater 6: Hair Grooming & Styling
Class 30: Creating the hair: Part 1: analyzing the hair style and planning the emitter objects for the hair Part 1
Class 30: Creating the hair: Part 1: analyzing the hair style and planning the emitter objects for the hair Part 2
Class 31: Adiving and Styling the hair using Ornatrix
Class 32: Adiving eyebrows and eyelashes Part 1
Class 32: Adiving eyebrows and eyelashes Part 2
Class 33: Creating the shader for the hair, refining the hair
Class 34: Creating the footwear Part 1
Class 34: Creating the footwear Part 2
Class 35: Modeling the accessories and ornaments Part1
Class 35: Modeling the accessories and ornaments Part2
Chapter 7: Look Dev
Class 36: Look development 1: Part 1: refining the face
Class 36: Look development 2: Part2: refining the hands
Class 36: Look development 3: Part 3: recreating displacement map for the face
Class 36: Look development 4: Part 4: refining the hair and take test renders
Class 37: Look development  2: refining the clothes

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Beginner who has understand character buildup workflow

Intermediate to advanced CG artists

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Who is the target audience of the tuorial?

1. Intermediate to advanced CG artists that want to know about the challenges of creating a high-end character and learn to deal with them.
2. Beginners who want to expand their point of view in CGI.

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What do I need to do before following / learning this tutorial?

Basic knowledge of 3ds Max, ZBrush, Marvelous Designer, being familiar with Ornatrix and V-Ray.

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What can I benefit the most from the tutorial? Or solve any problems?

I offer lots of solutions for the common problems that you may face when you are building a character. Also, I share hundreds of tips and tricks to speed up the process.

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What project files does the tutorial provide?

All the project files are included, 3Ds Max files, ZBrush files, and Marvelous Designer files.

Stylized Character Build-up for Cinematics