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WEAPONRY BASEBALL BAT

kelechi
(3 ratings)
Product description

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

Product description

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

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