WEAPONRY BASEBALL BAT
NB: THIS TUTORIAL IS FREE ON MY YOUTUBE CHANNEL, BUT IF YOU WANT TO SUBMIT ME. YOU CAN PURCHASE THE TUTORIAL.. AND GET THE ASSET FILES TOO
PRODUCT DESCRIPTION
In this course I'm going to be showing you my process for creating a highly detailed Weaponry baseball bat We'll discuss and demonstrate from scratch the entire process step by step. No steps are missing.
WHAT TO EXPECT
AUTODESK MAYA
Building the base model of the Bat with reference image
Importing reference image into Maya
Creating the base topology for nails and pokers for sculpting
Creating good quad topology for sculpting
Creating high quality texturing uvs
Creating uvs from scratch for all the assets
ZBRUSH
Creating high sculpted wood details
Creating high detailed beaten up metal surfaces
Working with alpha maps
Working with surface noise to break up metal surfaces
Exporting out high quality normal and displacement Maps
SUBSTANCE PAINTER
working with smart materials
Building detail-oriented materials with smart materials
How to use procedural textures inside of Substance Painter efficiently
Working with smart masks
Exporting models from ZBrush and importing them into Substance Painter
Exporting maps from Substance Painter
How to pick colours and paint them into your model
Baking, importing and exporting maps
MARMOSET TOOLBAG
Finally bringing maps and object
WEAPONRY BASEBALL BAT
WEAPONRY BASEBALL BAT
NB: THIS TUTORIAL IS FREE ON MY YOUTUBE CHANNEL, BUT IF YOU WANT TO SUBMIT ME. YOU CAN PURCHASE THE TUTORIAL.. AND GET THE ASSET FILES TOO
PRODUCT DESCRIPTION
In this course I'm going to be showing you my process for creating a highly detailed Weaponry baseball bat We'll discuss and demonstrate from scratch the entire process step by step. No steps are missing.
WHAT TO EXPECT
AUTODESK MAYA
Building the base model of the Bat with reference image
Importing reference image into Maya
Creating the base topology for nails and pokers for sculpting
Creating good quad topology for sculpting
Creating high quality texturing uvs
Creating uvs from scratch for all the assets
ZBRUSH
Creating high sculpted wood details
Creating high detailed beaten up metal surfaces
Working with alpha maps
Working with surface noise to break up metal surfaces
Exporting out high quality normal and displacement Maps
SUBSTANCE PAINTER
working with smart materials
Building detail-oriented materials with smart materials
How to use procedural textures inside of Substance Painter efficiently
Working with smart masks
Exporting models from ZBrush and importing them into Substance Painter
Exporting maps from Substance Painter
How to pick colours and paint them into your model
Baking, importing and exporting maps
MARMOSET TOOLBAG
Finally bringing maps and object