BLACK MYTH WUKONG HEAD DESIGN TUTORIAL
PRODUCT DESCRIPTION
In this realistic Wukong Head design, you’ll learn how to turn a base mesh into a realistic face in maya! Learn the full workflow from the first brush stroke in zbrush to the final realistic render in maya. By the end of this course, you’ll be able create your own characters vfx/game character from reference to finished 3d model, using simple and powerful techniques.
We'll be focusing on the face the character but particularly the face since it's commonly the most complicated and important part. It'll allow us to talk about topics such as facial anatomy, micro detailing, and how to solve common texturing challenges you'll encounter in your work.
Covering the Full Process
We’re starting talking about how work with references
Facial Anatomy
Then prepping our model in maya and importing it zbrush, covering all specific steps and settings. From there we’ll give the character skin details using tileable maps in combination texturingxyz maps, you’ll learn powerful techniques using Smart Masks to significantly speed up texturing. Once our skin details are done, we’re starting on the color map using fill layers, creating the color map one layer at a time. You’ll also understand how to create simple and powerful roughness maps to make your characters pop.
Skin Shading Made Simple
Having done the first pass on all the base maps, we’re bringing the textures into Arnold, where we’ll set up
BLACK MYTH WUKONG HEAD DESIGN TUTORIAL
BLACK MYTH WUKONG HEAD DESIGN TUTORIAL
PRODUCT DESCRIPTION
In this realistic Wukong Head design, you’ll learn how to turn a base mesh into a realistic face in maya! Learn the full workflow from the first brush stroke in zbrush to the final realistic render in maya. By the end of this course, you’ll be able create your own characters vfx/game character from reference to finished 3d model, using simple and powerful techniques.
We'll be focusing on the face the character but particularly the face since it's commonly the most complicated and important part. It'll allow us to talk about topics such as facial anatomy, micro detailing, and how to solve common texturing challenges you'll encounter in your work.
Covering the Full Process
We’re starting talking about how work with references
Facial Anatomy
Then prepping our model in maya and importing it zbrush, covering all specific steps and settings. From there we’ll give the character skin details using tileable maps in combination texturingxyz maps, you’ll learn powerful techniques using Smart Masks to significantly speed up texturing. Once our skin details are done, we’re starting on the color map using fill layers, creating the color map one layer at a time. You’ll also understand how to create simple and powerful roughness maps to make your characters pop.
Skin Shading Made Simple
Having done the first pass on all the base maps, we’re bringing the textures into Arnold, where we’ll set up