I’m sharing techniques I’ve used to create shoes for hero characters for the next generation of games.
I used the same workflow when I was working as a Senior Character Artist at Eidos- Montréal, and continued to use it as a Lead Character Artist at Digital Dimension.
Next gen shoes is two months of work compressed in a 2 and a half hour to the point tutorial.
Across 24 chapters, it covers blocking and detailing the shoe in ZBrush, retopology and uvs in Maya, tileable texture creation in Substance Designer, baking and texturing in Substance Painter, and renders in Marmoset Toolbag. With a lot of goodies along the way to bring the triple A games pipeline closer to you.
The knowledge you gain will be translatable to any subject.
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