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Creating Photorealistic Weapons with ZBrush and Quixel SUITE
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Released Apr 2, 2016
Isaac  Oster

Guest Tutor

Isaac Oster
Throughout these lessons we'll break down the process behind creating photorealistic weapons. We'll start with an existing high poly model. This pipeline covers retopology, UVs, bakes, texturing, and publishing the final model. You will use the latest industry-standard tools, and learn tips and strategies for getting the very best results. By the end of the training, you'll have everything you need to begin building your own great looking real time models.
Introduction and project overview
1

Introduction and project overview

 
01:00
Scene Setup and Geometry Cleanup
2

Scene Setup and Geometry Cleanup

 
09:19
Retopology Review
3

Retopology Review

 
08:32
Retopologizing the Barrel
4

Retopologizing the Barrel

 
09:11
Retopologizing the Rail
5

Retopologizing the Rail

 
09:09
Retopologizing the Front of the Gun
6

Retopologizing the Front of the Gun

 
08:55
Retopologizing the Trigger Guard
7

Retopologizing the Trigger Guard

 
09:07
Retopologizing the Trigger Guard and Magazine Release
8

Retopologizing the Trigger Guard and Magazine Release

 
09:32
Retopologizing the Handle
9

Retopologizing the Handle

 
09:09
Retopologizing the Frame
10

Retopologizing the Frame

 
09:17
Retopologizing the Frame and Hammer
11

Retopologizing the Frame and Hammer

 
09:30
Finalizing the Retopology of the Frame and Hammer
12

Finalizing the Retopology of the Frame and Hammer

 
09:51
Retopologizing the Rear Sight and Slide Release
13

Retopologizing the Rear Sight and Slide Release

 
09:18
Retopologizing the Central Barrel Area
14

Retopologizing the Central Barrel Area

 
09:39
Retopologizing the Mid Section of the Gun
15

Retopologizing the Mid Section of the Gun

 
09:25
Retopologizing the Trigger
16

Retopologizing the Trigger

 
09:22
Exporting the Low Poly to 3ds Max
17

Exporting the Low Poly to 3ds Max

 
08:54
Laying out UVs for the Barrel
18

Laying out UVs for the Barrel

 
09:39
Laying out UVs for the Trigger Guard and Back of Gun
19

Laying out UVs for the Trigger Guard and Back of Gun

 
09:00
Laying out UVs for the Sight
20

Laying out UVs for the Sight

 
09:29
Laying out UVs for the Rear Sight
21

Laying out UVs for the Rear Sight

 
09:26
Laying out UVs for the Gun Sides
22

Laying out UVs for the Gun Sides

 
09:47
Laying out UVs for the Trigger
23

Laying out UVs for the Trigger

 
09:31
Reviewing UV Layout
24

Reviewing UV Layout

 
07:13
Organizing the ZBrush Geometry by Material
25

Organizing the ZBrush Geometry by Material

 
06:41
Adding Vertex Color to the Dynameshed High Poly Geo in ZBrush
26

Adding Vertex Color to the Dynameshed High Poly Geo in ZBrush

 
03:02
Baking a Tangent Space Normal Map with xNormal
27

Baking a Tangent Space Normal Map with xNormal

 
08:40
Refining the Low Poly Model
28

Refining the Low Poly Model

 
04:34
Finishing Low Poly Revisions and Baking Remaining Procedural Maps
29

Finishing Low Poly Revisions and Baking Remaining Procedural Maps

 
07:53
Using NDO and 3DO
30

Using NDO and 3DO

 
09:48
DDO Set Up, Material Introduction, and Dynamask
31

DDO Set Up, Material Introduction, and Dynamask

 
09:22
Adding Procedural Dynamask Options, Material ID Masking, and Smart Materials
32

Adding Procedural Dynamask Options, Material ID Masking, and Smart Materials

 
09:50
Reloading the Project and Adding Clean Layers
33

Reloading the Project and Adding Clean Layers

 
09:05
Using Mask Painting to Add Oil
34

Using Mask Painting to Add Oil

 
09:46
Adding Dirt and Finger Prints
35

Adding Dirt and Finger Prints

 
10:00
Adding Red Material and Exporting to Marmoset Toolbag
36

Adding Red Material and Exporting to Marmoset Toolbag

 
08:44
Tuning the Materials and Addition Lighting Setup in Marmoset Toolbag
37

Tuning the Materials and Addition Lighting Setup in Marmoset Toolbag

 
08:05