University certificate
The world's largest faculty of video games”
Why study at TECH?
This program will allow you to learn the best techniques for designing and modeling characters for video games, preparing you to progress immediately in this great booming industry"
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Of the cultural industries that exist today, video games are one of the most important. In the last 10 years it has advanced by leaps and bounds, reaching hundreds of millions of players around the world. For this reason, many companies, both industry giants and independent companies, need qualified specialists who can carry out the complex but exciting tasks involved in each new title.
Character design is one of the most important tasks when creating one of these works, as it will define, to a large extent, the game experience. Therefore, this is one of the most sought-after professional profiles, and this Advanced master’s degree in Character Design for Video Games will provide the student with all the necessary skills to progress in one of the major companies in this sector. Thus, this program will allow you to delve into issues such as the management of specialized design software such as Blender, Arnold or ZBrush, and modeling techniques, both 2D and 3D, applied to the visual creation of characters.
All of this is based on a 100% online teaching methodology that will allow the professional to continue working without interruptions, since it is completely adapted to his or her personal circumstances. In addition, you will be accompanied by a teaching staff of great prestige in the field of video game design, which will provide students with the best tools from numerous multimedia resources such as videos, case studies, lectures and master classes.
Learn in depth, thanks to this Advanced master’s degree, the most advanced specialized software and become an expert in Blender or ZBrush"
This Advanced master’s degree in Character Design for Video Games contains the most complete and up-to-date educational program on the market. The most important features include
- The development of case studies presented by experts in character design for video games
- The graphic, schematic, and practical contents with which they are created, provide scientific and practical information on the disciplines that are essential for professional practice
- Practical exercises where self-assessment can be used to improve learning
- Its special emphasis on innovative methodologies in character design
- Theoretical lessons, questions to the expert, debate forums on controversial topics, and individual reflection assignments
- Content that is accessible from any fixed or portable device with an Internet connection
The best teaching staff will accompany you throughout the learning process, ensuring that you get the most cutting-edge knowledge in Character Design for Video Games"
Its teaching staff includes professionals belonging to the field of video game design, who pour into this program the experience of their work, as well as recognized specialists from leading companies and prestigious universities.
The multimedia content, developed with the latest educational technology, will provide the professional with situated and contextual learning, i.e., a simulated environment that will provide an immersive learning experience designed to prepare for real-life situations.
This program is designed around Problem-Based Learning, whereby the student must try to solve the different professional practice situations that arise throughout the program. For this purpose, the professional will be assisted by an innovative interactive video system created by renowned and experienced experts.
With TECH online methodology you will be able to combine your professional life with your studies, since it will be completely adapted to your personal circumstances"
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Videos, lectures, master classes, interactive summaries... The best technology and the best educational resources at your fingertips"
Syllabus
This Advanced master’s degree in Character Design for Video Games has been designed by internationally renowned experts in this field, who have structured this program in 20 specialized modules. Thus, throughout the program, the professional will learn about the latest advances in the design of Props for video games, the creation of fantastic creatures, retopology and modeling with Maya or the use of ZBrush, among many other relevant aspects.
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With this program, you will learn the best 2D design and 3D modeling techniques that will make you progress professionally immediately"
Module 1. Characters
1.1. Characters
1.1.1. Analysis and Development of Characters
1.1.2. Styles and Designs Based on Zones and Cultures
1.1.3. Evolution of Characters and Current Styles
1.2. Styles of Each Product
1.2.1. Characters for Cinema
1.2.2. Characters for Series
1.2.3. Characters for Videogames
1.3. Style Techniques
1.3.1. 2D
1.3.2. 3D
1.3.3. Cut-Out
1.4. Characters in Advertising
1.4.1. Advertising Styles Through History
1.4.2. Current 2D
1.4.3. Current 3D
1.5. Analysis of Types of Characters
1.5.1. Cartoon
1.5.2. Manga
1.5.3. Realistic
1.6. Typology
1.6.1. Hero– Antihero
1.6.2. Villain– Antithesis
1.6.3. Strongman– Goofy
1.7. Image Type
1.7.1. Professions
1.7.2. Age
1.7.3. Personalities
1.8. Animal Characters
1.8.1. Zoomorphic Humans
1.8.2. Anthropomorphic Animals
1.8.3. Pets
1.9. Characteristics of Characters
1.9.1. Literary
1.9.2. Psychological Techniques/Tactics
1.9.3. Physical
1.10. Merchandising of Characters
1.10.1. History
1.10.2. Style Guides
1.10.3. Commercial Application
Module 2. Character Building
2.1. Geometric Shapes
2.1.1. Basic
2.1.2. Combination of Shapes
2.1.3. Axis
2.2. Lines of Action
2.2.1. Curves, Horizontal and Diagonal
2.2.2. Simple Shapes in the Line of Action
2.2.3. Structure and Extremities
2.3. Complex Shapes
2.3.1. Combined Geometries
2.3.2. Pose
2.3.3. Division of Heads
2.4. Anatomy
2.4.1. Classic Human Canon
2.4.2. Proportions
2.4.3. Action Poses
2.5. Head
2.5.1. Construction
2.5.2. Axis
2.5.3. Eyes and Parts of the Face
2.6. Hair
2.6.1. Female
2.6.2. Male
2.6.3. Hairstyles
2.7. Creation of Cartoon Characters
2.7.1. Exaggerated Proportions
2.7.2. Heads and Expressions
2.7.3. Silhouette and Poses
2.8. Cartoon Animals
2.8.1. Pets
2.8.2. Quadrupeds and Birds
2.8.3. Other Types
2.9. Extremities
2.9.1. Construction
2.9.2. Joints
2.9.3. Poses
2.10. Hands
2.10.1. General Construction
2.10.2. Human
2.10.3. Cartoon
Module 3. Model Sheet
3.1. Construction
3.1.1. Three Quarters
3.1.2. Division of Heads
3.1.3. Clean Up
3.2. Turn Around
3.2.1. The Five Poses
3.2.2. Guidelines
3.2.3. Symmetries and Asymmetries
3.3. Poses
3.3.1. Action Poses
3.3.2. Interrelation with Props
3.3.3. Position of the Camara in the Pose
3.4. Expressions
3.4.1. Neutral
3.4.2. Happy
3.4.3. Sad and Angry
3.5. Hands
3.5.1. Construction
3.5.2. Positions and Turns
3.5.3. Interrelation with Props
3.6. Comparisons
3.6.1. Division of Heads and Guidelines
3.6.2. Adjustment of the Other Characters to the Main Character
3.6.3. Interrelation
3.7. Mouth Movements
3.7.1. Universal Standard and Add-ons
3.7.2. Corresponding to Phonetic Sayings and Reading
3.7.3. Neutral, Happy, Angry and Sad
3.8. Blinks
3.8.1. Neutral Forms and Other Expressions
3.8.2. Closed Position
3.8.3. Interleaved
3.9. Staging
3.9.1. Background Position
3.9.2. Camera Positions
3.9.3. Relations
3.10. Error Sheets
3.10.1. Do’s
3.10.2. Don’ts
3.10.3. Animator Support
Module 4. Props. Vehicles and Accessories
4.1. Props
4.1.1. What is a Prop?
4.1.2. Generalities
4.1.3. Props with a Strong Argument
4.2. Add-Ons
4.2.1. Add-Ons and Wardrobe
4.2.2. Real Accessories. Professions
4.2.3. Fantasy or Science Fiction Add-Ons
4.3. Cars
4.3.1. Classic
4.3.2. Current
4.3.3. Futuristic
4.4. Motorcycles
4.4.1. Current
4.4.2. Futuristic
4.4.3. 3-Wheeled Vehicles
4.5. Other Vehicles
4.5.1. Land
4.5.2. Air
4.5.3. Sea
4.6. Weapons
4.6.1. Types and Sizes
4.6.2. Design Based on Century
4.6.3. Shields
4.7. Firearms
4.7.1. Long
4.7.2. Short
4.7.3. Functioning Moving Parts
4.8. Futuristic Weapons
4.8.1. Fire
4.8.2. Energy
4.8.3. FX of Futuristic Weapons
4.9. Armor
4.9.1. Classic and Current
4.9.2. Futuristic
4.9.3. Mechanized and Robotic
4.10. Props in Videogames
4.10.1. Differences with Animation Props
4.10.2. Props and Their Uses
4.10.3. Design
Module 5. Animals
5.1. Quadrupeds
5.1.1. Compared Anatomy
5.1.2. Realistic Models and Their Use
5.1.3. Cartoon
5.2. Canines
5.2.1. Anatomy
5.2.2. Design
5.2.3. Poses
5.3. Felines
5.3.1. Compared Anatomy
5.3.2. Design
5.3.3. Poses
5.4. Herbivores
5.4.1. Ruminants
5.4.2. Equine
5.4.3. Cartoon
5.5. Big Mammals
5.5.1. Compared Anatomy
5.5.2. Construction
5.5.3. Poses
5.6. Marine Creatures
5.6.1. Mammals
5.6.2. Fish
5.6.3. Crustaceans
5.7. Birds
5.7.1. Anatomy
5.7.2. Poses
5.7.3. Cartoon
5.8. Amphibious Reptiles
5.8.1. Construction
5.8.2. Poses
5.8.3. Cartoon
5.9. Dinosaurs
5.9.1. Types
5.9.2. Construction
5.9.3. Poses
5.10. Insects
5.10.1. Design
5.10.2. Poses
5.10.3. Comparisons
Module 6. Objects and Plants as Characters
6.1. Flowers
6.1.1. Examples:
6.1.2. Construction
6.1.3. Poses and Expressions
6.2. Vegetables
6.2.1. Examples:
6.2.2. Construction
6.2.3. Poses and Expressions
6.3. Fruit
6.3.1. Examples:
6.3.2. Construction
6.3.3. Poses and Expressions
6.4. Carnivorous Plants
6.4.1. Examples:
6.4.2. Construction
6.4.3. Poses and Expressions
6.5. Trees
6.5.1. Types
6.5.2. Construction
6.5.3. Poses and Expressions
6.6. Shrubs
6.6.1. Types
6.6.2. Construction
6.6.3. Poses and Expressions
6.7. Objects
6.7.1. Examples:
6.7.2. Personality
6.7.3. Types
6.8. Household Appliances
6.8.1. Types
6.8.2. Construction
6.8.3. Poses and Expressions
6.9. Vehicles
6.9.1. Types
6.9.2. Construction
6.9.3. Poses and Expressions
6.10. Other Objects
6.10.1. Types
6.10.2. Construction
6.10.3. Poses and Expressions
Module 7. Fantastic Creatures
7.1. Dragons and Hydras
7.1.1. Examples:
7.1.2. Construction
7.1.3. Poses and Expressions
7.2. Giants
7.2.1. Examples:
7.2.2. Construction
7.2.3. Poses and Expressions
7.3. Flyers
7.3.1. Compared Anatomy
7.3.2. Construction
7.3.3. Poses and Expressions
7.4. Aquatic
7.4.1. Modifications of Real Types
7.4.2. Construction
7.4.3. Poses and Expressions
7.5. Subterranean
7.5.1. Geometric Shapes
7.5.2. Development
7.5.3. Poses and Expressions
7.6. Fairy-tale Beings
7.6.1. Human Anatomy
7.6.2. Construction
7.6.3. Poses and Expressions
7.7. Hybrid
7.7.1. Basics
7.7.2. Design
7.7.3. Poses and Expressions
7.8. Demon Beings
7.8.1. Anatomy
7.8.2. Design
7.8.3. Poses and Expressions
7.9. Gods and Demigods
7.9.1. Human Anatomy
7.9.2. Construction
7.9.3. Poses and Expressions
7.10. Other Fantastical Creatures
7.10.1. Examples:
7.10.2. Construction
7.10.3. Poses and Expressions
Module 8. Horror Characters
8.1. Vampires
8.1.1. Human Anatomy
8.1.2. Design
8.1.3. Poses and Expressions
8.2. Frankenstein’s Monster
8.2.1. Anatomy
8.2.2. Construction
8.2.3. Poses and Expressions
8.3. Werewolf
8.3.1. Compared Anatomy
8.3.2. Construction
8.3.3. Poses and Expressions
8.4. Mummy
8.4.1. Human Anatomy
8.4.2. Design
8.4.3. Poses and Expressions
8.5. Swamp Monster
8.5.1. Anatomy
8.5.2. Construction
8.5.3. Poses and Expressions
8.6. Ghosts
8.6.1. Examples:
8.6.2. Construction
8.6.3. Poses and Expressions
8.7. Zombies
8.7.1. Human Anatomy
8.7.2. Animal Zombies
8.7.3. Construction and Poses
8.8. Dr. Jekyll and Mr. Hyde
8.8.1. Human Anatomy
8.8.2. Construction
8.8.3. Poses and Expressions
8.9. Death
8.9.1. Anatomy
8.9.2. Construction
8.9.3. Poses and Expressions
8.10. Aliens and Beings from Other Dimensions
8.10.1. Geometric Shapes
8.10.2. Design
8.10.3. Poses and Expressions
Module 9. Color
9.1. Color Bases
9.1.1. Primary, Secondary and Tertiary Colors
9.1.2. Digital Color and the Problem of Color in Different Screens and Displays
9.1.3. Color and Pigmentation
9.2. Color Theory
9.2.1. The Color Wheel and its Scales
9.2.2. CMYK and RGB
9.2.3. Hexadecimal Pantone
9.3. Light Theory
9.3.1. Light and its Effects
9.3.2. Schemes in Animated Cinema
9.3.3. Physical Qualities of Color
9.4. Chromatic Relationships
9.4.1. Temperature
9.4.2. Contrast, Balance
9.4.3. Perception. Synesthesia
9.5. Contrasts and Harmonies
9.5.1. Visual Weight of Color
9.5.2. Color and Music
9.5.3. Harmonies and Equivalents
9.6. Psychology, Symbolism and Metaphor of Color
9.6.1. Emotional and Symbolic Color
9.6.2. The Meaning of Color in Different Cultures
9.6.3. Goethe’s Theory of Color
9.7. The Color of Narration
9.7.1. Color Analysis in Different Narrations
9.7.2. Color Script
9.7.3. Project
9.8. Color of Characters in the Background
9.8.1. Ambience
9.8.2. Contrasts
9.8.3. Color Palettes
9.9. Digital Application
9.9.1. Layers
9.9.2. Filters
9.9.3. Texture
9.10. Lighting
9.10.1. Light
9.10.2. Shade
9.10.3. Brightness
Module 10. Videogames and Characters
10.1. Characters and Videogames
10.1.1. Analysis of Characters in Videogames
10.1.2. Target of the Character
10.1.3. References
10.2. Types
10.2.1. 2D-3D
10.2.2. Platforms and Types
10.2.3. Pixelated Characters
10.3. Methodology
10.3.1. Planning of Work and Types of Documents
10.3.2. Analytical Animation
10.3.3. Line Draughtsman and Shape Draughtsman
10.4. Define a Style
10.4.1. References and Key Points
10.4.2. Light and Color: Creating an Atmosphere
10.4.3. Characters: Personality and Consistency
10.5. Traditional 2D
10.5.1. References
10.5.2. Creation
10.5.3. Model Sheet Package
10.6. Cut Out I
10.6.1. References
10.6.2. Methodology
10.6.3. Construction
10.7. Cut Out II
10.7.1. Color
10.7.2. Rig
10.7.3. Libraries
10.8. 3D
10.8.1. References
10.8.2. Design
10.8.3. Construction
10.9. Pixelated Characters
10.9.1. References and Documentation
10.9.2. Design
10.9.3. Poses
10.10. Reference for the 3D Model
10.10.1. Color Palettes
10.10.2. Texture
10.10.3. Light and Shade
Module 11. Anatomy
11.1. General Skeletal Masses, Proportions
11.1.1. Bones
11.1.2. The Human Face
11.1.3. Anatomical Canons
11.2. Anatomical Differences between Genders and Sizes
11.2.1. Shapes Applied to Characters
11.2.2. Curves and Straight Lines
11.2.3. Behavior of Bones, Muscles and Skin
11.3. Head
11.3.1. The Skull
11.3.2. Muscles of the Head
11.3.3. Layers: Skin, Bone and Muscle Facial Expressions
11.4. The Torso
11.4.1. Torso Musculature
11.4.2. Central Axis of the Body
11.4.3. Different Torsos
11.5. The Arms
11.5.1. Joints: Shoulder, Elbow and Wrist
11.5.2. Arm Muscle Behavior
11.5.3. Detail of the Skin
11.6. Hand Sculpting
11.6.1. Hand Bones
11.6.2. Hand Muscles and Tendons
11.6.3. Hand Skin and Wrinkles
11.7. Leg Sculpting
11.7.1. Joints: Hip, Knee and Ankle
11.7.2. Muscles of the Leg
11.7.3. Detail of the Skin
11.8. The Feet
11.8.1. Bone Construction for the Foot
11.8.2. Foot Muscles and Tendons
11.8.3. Foot Skin and Wrinkles
11.9. Whole Human Figure Composition
11.9.1. Complete Creation of a Human Base
11.9.2. Joint and Muscle Attachment
11.9.3. Skin Composition, Pores and Wrinkles
11.10. Complete Human Model
11.10.1. Model Polishing
11.10.2. Hyper Skin Detail
11.10.3. Composition
Module 12. Retopology and Maya Modeling
12.1. Advanced Facial Retopology
12.1.1. Importing into Maya and the Use of Quad Draw
12.1.2. Retopology of the Human Face
12.1.3. Loops
12.2. Human Body Retopology
12.2.1. Creation of Loops in the Joints
12.2.2. Ngons and Tris and When to Use Them
12.2.3. Topology Refinement
12.3. Retopology of Hands and Feet
12.3.1. Movement of Small Joints
12.3.2. Loops and Support Edges to Improve the Mesh Base of Feet and Hands
12.3.3. Difference of Loops for Different Hands and Feet
12.4. Differences Between Maya Modeling vs. ZBrush Sculpting
12.4.1. Different Workflows for Modeling
12.4.2. Low Poly Base Model
12.4.3. High Poly Model
12.5. Creation of a Human Model from Scratch in Maya
12.5.1. Human Model Starting From the Hip
12.5.2. General Base Form
12.5.3. Hands and Feet and their Topology
12.6. Transformation of Low Poly Model to High Poly
12.6.1. ZBrush
12.6.2. High Poly: Differences Between Divide and Dynamesh
12.6.3. Sculpting Form: Alternation Between Low Poly and High Poly
12.7. Detail Application in ZBrush: Pores, Capillaries, etc
12.7.1. Alphas and Different Brushes
12.7.2. Detail: Dam-Standard Brush
12.7.3. Projections and Surfaces in ZBrush
12.8. Advanced Eye Creation in Maya
12.8.1. Creation of the Spheres: Sclera, Cornea and Iris
12.8.2. Lattice Tool
12.8.3. Displacement Map from ZBrush
12.9. Use of Deformers in Maya
12.9.1. Maya Deformers
12.9.2. Topology Movement: Polish
12.9.3. Polishing of the Final Mesh
12.10. Creation of Final UVs and Application of Displacement Mapping
12.10.1. UVs of the Character and Importance of Sizes
12.10.2. Texturing
12.10.3. Displacement Map
Module 13. UVs and Texturing with Allegorithmic Substance Painter and Mari
13.1. Creation of High-Level UVs in Maya
13.1.1. Facial UVs
13.1.2. Creation and Layout
13.1.3. Advanced UV
13.2. UV Preparation for UDIM Systems Focused on High Throughput Models
13.2.1. UDIM
13.2.2. UDIM in Maya
13.2.3. Textures in 4K
13.3. XYZ Textures: What They Are and How to Use Them
13.3.1. XYZ. Hyperrealism
13.3.2. MultiChannel Maps
13.3.3. Texture Maps
13.4. Texturing: Video Games and Film
13.4.1. Substance Painter
13.4.2. Mari
13.4.3. Types of Texturing
13.5. Texturing in Substance Painter for Videogames
13.5.1. Bakear from High to Low Poly
13.5.2. PBR Textures and Their Importance
13.5.3. ZBrush with Substance Painter
13.6. Finalizing our Substance Painter Textures
13.6.1. Scattering, Translucency
13.6.2. Model Texturing
13.6.3. Scars, Freckles, Tattoos, Paints or Makeup
13.7. Hyper-Realistic Facial Texturing with XYZ Textures and Color Mapping I
13.7.1. XYZ Textures in ZBrush
13.7.2. Wrap
13.7.3. Correction of Errors
13.8. Hyper-Realistic Facial Texturing with XYZ Textures and Color Mapping II
13.8.1. Mari’s Interface
13.8.2. Texturing in Mari
13.8.3. Projection of Skin Textures
13.9. Advanced Detailing of Displacements Maps in ZBrush and Mari
13.9.1. Texture Painting
13.9.2. Displacement for Hyperrealism
13.9.3. Creation of Layers
13.10. Shading and Texture Implementation in Maya
13.10.1. Skin Shaders in Arnold
13.10.2. Hyper-realistic Eye
13.10.3. Touch-ups and Tips
Module 14. Rendering, Lighting and Posing of Models
14.1. Characters Posing in ZBrush
14.1.1. Rig in ZBrush with ZSpheres
14.1.2. Transpose Master
14.1.3. Professional Finish
14.2. Rigging and Weighting of our Own Skeleton in Maya
14.2.1. Rig in Maya
14.2.2. Rigging Tools with Advanced Skeleton
14.2.3. Rig Weighting
14.3. Blend Shapes to Give Life to Your Character’s Face
14.3.1. Facial Expressions
14.3.2. Blend Shapes of Maya
14.3.3. Animation with Maya
14.4. Mixamo, a Quick Way to Present Our Model
14.4.1. Mixamo
14.4.2. Mixamo Rigs
14.4.3. Animations
14.5. Lighting Concepts
14.5.1. Lighting Techniques
14.5.2. Light and Color
14.5.3. Shade
14.6. Arnold Render Lights and Parameters
14.6.1. Lights with Arnold and Maya
14.6.2. Lighting Control and Parameters
14.6.3. Arnold Parameters and Configuration
14.7. Lighting of our Models in Maya with Arnold Render
14.7.1. Lighting Set Up
14.7.2. Model Lighting
14.7.3. Mixing Light and Color
14.8. Going Deeper in Arnold: Denoising and the Different AOV’s
14.8.1. AOVs
14.8.2. Advanced Noise Treatment
14.8.3. Denoiser
14.9. Real-Time Rendering in Marmoset Toolbag
14.9.1. Real-Time vs. Ray Tracing
14.9.2. Advanced Marmoset Toolbag
14.9.3. Professional Presentation
14.10. Post-Production Rendering in Photoshop
14.10.1. Image Processing
14.10.2. Photoshop: Levels and Contrasts
14.10.3. Layers: Characteristics and their Effects
Module 15. Hair Creation for Video Games and Movies
15.1. Differences Between Videogame Hair and Film Hair
15.1.1. FiberMesh and Cards
15.1.2. Tools for Hair Creation
15.1.3. Hair Software
15.2. ZBrush Hair Sculpting
15.2.1. Basic Shapes for Hairstyles
15.2.2. Creating Brushes in ZBrush for Hair
15.2.3. Curve Brushes
15.3. Hair Creation in XGen
15.3.1. XGen
15.3.2. Collections and Descriptions
15.3.3. Hair vs. Grooming
15.4. XGen Modifiers: Adding Realism to Hair
15.4.1. Clumping
15.4.2. Coil
15.4.3. Hair Guides
15.5. Color and Region Maps:: for Absolute Hair Control
15.5.1. Maps of Hair Regions
15.5.2. Cuts: Curly, Shaved and Long Hair
15.5.3. Micro Detail: Facial Hair
15.6. Advanced XGen: Use of Expressions and Refinement
15.6.1. Expressions
15.6.2. Utilities
15.6.3. Hair Refinement
15.7. Cards Placement in Maya for Videogame Modeling
15.7.1. Fibers in Cards
15.7.2. Cards by Hand
15.7.3. Cards and Real-Time Engine
15.8. Optimization for Movies
15.8.1. Optimization of the Hair and its Geometry
15.8.2. Preparation for Physics with Movements
15.8.3. XGen Brushes
15.9. Hair Shading
15.9.1. Arnold Shader
15.9.2. Hyper-Realistic Look
15.9.3. Hair Treatment
15.10. Render
15.10.1. Rendering When Using XGen
15.10.2. Lighting
15.10.3. Noise Elimination
Module 16. Clothing Simulation
16.1. Importing your Model to Marvelous Designer and Program Interface
16.1.1. Marvelous Designer
16.1.2. Software Functionality
16.1.3. Real-Time Simulations
16.2. Creation of Simple Patterns and Clothing Accessories
16.2.1. Creations: T-shirts, Accessories, Hats and Pockets
16.2.2. Fabric
16.2.3. Patterns, Zippers and Seams
16.3. Advanced Clothing Creation: Complex Patterns
16.3.1. Pattern Complexity
16.3.2. Physical Qualities of Fabrics
16.3.3. Complex Accessories
16.4. Clothing Simulation at Marvelous
16.4.1. Animated Models at Marvelous
16.4.2. Fabric Optimization
16.4.3. Model Preparation
16.5. Export of Clothing from Marvelous Designer to ZBrush
16.5.1. Low Poly in Maya
16.5.2. UVs in Maya
16.5.3. ZBrush, Use of Reconstruct Subdiv
16.6. Refinement of Clothing
16.6.1. Workflow
16.6.2. Details in ZBrush
16.6.3. Clothing Brushes in ZBrush
16.7. Improve the Simulation with ZBrush
16.7.1. From Tris to Quads
16.7.2. UV Maintenance
16.7.3. Final Carving
16.8. High Detail Clothing Texturing in Mari
16.8.1. Tileable Textures and Fabric Materials
16.8.2. Baking
16.8.3. Texturing in Mari
16.9. Maya Fabric Shading
16.9.1. Shading
16.9.2. Textures Created in Mari
16.9.3. Realism with Arnold Shaders
16.10. Render
16.10.1. Clothing Rendering
16.10.2. Illumination in Clothing
16.10.3. Texture Intensity
Module 17. Stylized Characters
17.1. Choice of a Stylized Character and Blocking of Base Forms
17.1.1. References and Concept Arts
17.1.2. Base Forms
17.1.3. Deformities and Fantastic Shapes
17.2. Conversion of our Low Poly to High Poly model: Head, Hair and Face Sculpting
17.2.1. Head Blocking
17.2.2. New Hair Creation Techniques
17.2.3. Improvements
17.3. Model Refinement: Hands and Feet
17.3.1. Advanced Sculpting
17.3.2. Refinement of General Shapes
17.3.3. Shape Cleaning and Smoothing
17.4. Creation of Jaw and Teeth
17.4.1. Creation of Human Teeth
17.4.2. Increase its Polygons
17.4.3. Fine Detailing of Teeth in ZBrush
17.5. Modeling Clothing and Accessories
17.5.1. Types of Cartoon Clothing
17.5.2. Zmodeler
17.5.3. Applied Maya Modeling
17.6. Retopology and Clean Topology Creation from Scratch
17.6.1. Retopology
17.6.2. Loops According to the Model
17.6.3. Optimization of the Mesh
17.7. UV Mapping and Baking
17.7.1. UVs
17.7.2. Substance Painter: Baking
17.7.3. Polishing Bakeo
17.8. Texturing & Painting In Substance Painter
17.8.1. Substance Painter: Texturing
17.8.2. Hand Painted Cartoon Techniques
17.8.3. Fill Layers with Generators and Masks
17.9. Lighting and Rendering
17.9.1. Lighting of Our Character
17.9.2. Color Theory and Presentation
17.9.3. Substance Painter: Render
17.10. Posing and Final Presentation
17.10.1. Diorama
17.10.2. Posing Techniques
17.10.3. Presentation of Models
Module 18. Creature Modeling
18.1. Understanding Animal Anatomy
18.1.1. Study of the Bones
18.1.2. Proportions of an Animal Head
18.1.3. Anatomic Differences
18.2. Anatomy of the Skull
18.2.1. Animal Face
18.2.2. Muscles of the Head
18.2.3. Skin Layer, Over Bones and Muscles
18.3. Anatomy of the Spine and Thoracic Cage
18.3.1. Animal Torso and Hip Musculature
18.3.2. Central Axis of its Body
18.3.3. Creation of Torsos in Different Animals
18.4. Animal Musculature
18.4.1. Muscle
18.4.2. Synergy Between Muscles and Bones
18.4.3. Shapes of an Animal Body
18.5. Reptiles and Amphibians
18.5.1. Reptilian Skin
18.5.2. Small Bones and Ligaments
18.5.3. Fine Detail
18.6. Mammals
18.6.1. Fur
18.6.2. Larger, Stronger Bones and Ligaments
18.6.3. Fine Detail
18.7. Animals with Feathers
18.7.1. Plumage
18.7.2. Elastic and Light Bones and Ligaments
18.7.3. Fine Detail
18.8. Analysis of the Jaw and Creation of Teeth
18.8.1. Animal Specific Teeth
18.8.2. Detailing of Teeth
18.8.3. Teeth in the Jaw Cavity
18.9. Creation of Fur, Fur for Animals
18.9.1. XGen in Maya: Grooming
18.9.2. XGen: Feathers
18.9.3. Render
18.10. Fantastic Animals
18.10.1. Fantastic Animal
18.10.2. Complete Modeling of the Animal
18.10.3. Texturing, Lighting and Rendering
Module 19. Blender: A New Twist in the Industry
19.1. Blender vs. ZBrush
19.1.1. Advantages and Differences
19.1.2. Blender and the 3D Art Industry
19.1.3. Advantages and Disadvantages of Freeware
19.2. Blender Interface and Program Knowledge
19.2.1. Interface
19.2.2. Customization
19.2.3. Experimentation
19.3. Head Sculpting and Transpolation of Controls from ZBrush to Blender
19.3.1. The Human Face
19.3.2. 3D Sculpting
19.3.3. Blender Brushes
19.4. Full Body Sculpting
19.4.1. The Human Body
19.4.2. Advanced Techniques
19.4.3. Detail and Refinement
19.5. Retopology and UVs in Blender
19.5.1. Retopology
19.5.2. UVs
19.5.3. Blender UDIMs
19.6. From Maya to Blender
19.6.1. Hard Surface
19.6.2. Modifiers
19.6.3. Keyboard Shortcuts
19.7. Blender Tips & Tricks
19.7.1. Range of Possibilities
19.7.2. Geometry Nodes
19.7.3. Workflow
19.8. Nodes in Blender: Shading and Texture Placement
19.8.1. Nodal System
19.8.2. Shaders Through Nodes
19.8.3. Textures and Materials
19.9. Rendering in Blender with Cycles and Eevee
19.9.1. Cycles
19.9.2. Eevee
19.9.3. Lighting
19.10. Implementation of Blender in our Workflow as Artists
19.10.1. Implementation in the Workflow
19.10.2. Search for Quality
19.10.3. Types of Exports
Module 20. Creation of Organic Environments in Unreal Engine
20.1. Unreal Engine Configuration and Project Organization
20.1.1. Interface and Configuration
20.1.2. Folder Organization
20.1.3. Search for Ideas and References
20.2. Blocking an Environment in Unreal Engine
20.2.1. Primary, Secondary and Tertiary PST Elements
20.2.2. Scene Design
20.2.3. Storytelling
20.3. Terrain Modeling: Unreal Engine and Maya
20.3.1. Unreal Terrain
20.3.2. Terrain Sculpting
20.3.3. Heightmaps: Maya
20.4. Modeling Techniques
20.4.1. Rock Sculpting
20.4.2. Rock Brushes
20.4.3. Cliffs and Optimization
20.5. Creation of Vegetation
20.5.1. Speedtree Software
20.5.2. Low-Poly Vegetation
20.5.3. Unreal’s Foliage System
20.6. Texturing in Substance Painter and Mari
20.6.1. Stylized Terrain
20.6.2. Hyper-realistic Texturing
20.6.3. Tips and Guidelines
20.7. Photogrammetry
20.7.1. Megascan Library
20.7.2. Agisoft Metashape Software
20.7.3. Model Optimization
20.8. Shading and Materials in Unreal Engine
20.8.1. Blending of Textures
20.8.2. Material Settings
20.8.3. Final Touches
20.9. Lighting and Post-Production of our Environment in Unreal Engine
20.9.1. Scene Look
20.9.2. Types of Lights and Atmospheres
20.9.3. Particles and Fog
20.10. Cinematic Rendering
20.10.1. Camera Techniques
20.10.2. Video and Screen Capture
20.10.3. Presentation and Final Finishing
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A unique, key and decisive training experience to boost your professional development”
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Specialize in the largest Faculty of Video Games
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