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Arrimus Ultimate 3D Modeling Course
Published 9/2022
MP4 | Video: h264, 1280x720 | Audio: AAC, 44.1 KHz
Language: English | Size: 11.85 GB | Duration: 13h 46m
Work with a variety of programs to supercharge your designs.
What you'll learn
Learn how to retopologize, model, and design a mechanical character with 3DS Max.
Learn how to retopologize, model, and design a mechanical character with Blender.
Learn how to sculpt in Zbrush at a basic level.
Learn how to integrate CAD/NURBS into your designs. Plasticity(beta) is used for this course.
Requirements
Make sure you have your poly-modeling program of choice installed. Although I used Max and Blender you can also use Modo, NVil, Cinema4D, XSI, or anything else that can handle poylgon modeling. I also recommend a tablet for sculpting. For sculpting software you can use Blender or Zbrush. For CAD I recommend Plasticity which is currently in beta and is free and when it is released will be very affordable. Shapr3D and Fusion 360 are also good choices.
Description
In this course you will learn how to work with polygon, sculpting, and CAD programs to get the best of all worlds. There is a strong emphasis on using the strongest aspects of all programs to get the most out of your 3D design experience. You will learn to work at a good level in 3D Studio Max, Blender, Zbrush, and Plasticity. You will learn how how sculpt in Zbrush and take advantage of Zbrush's fluid and responsive dynamesh system to quickly explore your design in the initial stages. You will also learn how to quickly paint and set up a color scheme while you are still in the sculpting phase. Then, you will learn how to retopologize and continue your design in 3DS Max and Blender. After creating cleaner simpler film asset topology you will learn how to further refine, define, and detail your object to a high standard. Finally, you will learn how to export your subdivision mesh to MoI and Plasticity to add crisp and clean CAD details. At the end of this course you will have a good grasp on modeling a wide variety of objects, from organic brains to faces to mechanical legs and weapons and you will be able to create a creature or mech that has a good mix of fleshy parts as well as sleek and sharp hard surface objects.
Overview
Section 1: Program Introductions
Lecture 1 Intro to Blender
Lecture 2 Intro to Max 1
Lecture 3 Intro to Max 2 (Hotkeys 1)
Lecture 4 Intro to Max 3 (Hotkeys 2)
Lecture 5 Intro to Plasticity
Lecture 6 Intro to Zbrush
Lecture 7 Intro to Moment of Inspiration (MoI)
Lecture 8 Intro to MoI 2
Section 2: Blender (+Zbrush and Plasticity)
Lecture 9 Zbrush Part 1 (Base Sculpt)
Lecture 10 Blender Part 1 (Retopology)
Lecture 11 Blender Part 2
Lecture 12 Plasticity Part 1 (Leg)
Lecture 13 Blender Part 3
Lecture 14 Plasticity Part 2 (Weapon)
Lecture 15 Zbrush Part 2 (Sculpt Refinement)
Lecture 16 Kitbashing Created Assets
Lecture 17 Blender Part 4
Lecture 18 Blender Part 5
Section 3: 3DS Max
Lecture 19 Cool Shapes
Lecture 20 Freeform Modeling 1
Lecture 21 Freeform Modeling 2
Lecture 22 Fun with Symmetry
Lecture 23 Integrating Objects Together
This course is intended for people interested in 3D modeling, 3D concept design, and concept artists who want to integrate a wide range of 3D tools into their toolset. This course is intended for beginners and intermediate users who would like to incorporate other modeling styles into their workflow. Example: Blender users who would like to try CAD modeling to improve their designs.
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