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3D Scan And Retopology For Production

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Ara Kermanikian

9:02:30

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  • 01 Introduction.mp4
    01:12
  • 02 The Scan Truck Scanning Process.mp4
    02:29
  • 03 Reality Capture Part 01 Over view and Reality Capture UI.mp4
    19:41
  • 04 Reality Capture Part 02 Importing the Photos and Generating a 3D Model.mp4
    24:16
  • 05 Reality Capture Part 03 Colorizing and Texturing.mp4
    24:12
  • 06 Reality Capture Part 04 Troubleshooting in Reality Capture.mp4
    08:31
  • 07 ZBrush Part 01 The Three Scenarios.mp4
    02:37
  • 08 ZBrush Part 02 Custom Zbrush UI and Importing the Scan Data.mp4
    14:24
  • 09 ZBrush Part 03 Examination Clean Up Dynameshing and ZRemeshing.mp4
    39:52
  • 10 ZBrush Part 04 Sculptural Cleanup Techniques.mp4
    42:44
  • 11 ZBrush Part 05 Form Cleanup and Final Mode for Scenarios 1 and 2.mp4
    31:15
  • 12 ZBrush Part 06 Scenario 3 Aligning the Body and Face.mp4
    23:21
  • 13 ZBrush Part 07 Texture Projection and Cleanup.mp4
    27:08
  • 14 ZBrush Part 08 Projecting the 3D Scan Data.mp4
    29:35
  • 15 ZBrush Part 09 Zsphere Retopology.mp4
    28:08
  • 16 Wrap 3D.mp4
    23:53
  • 17 Maya Part 01 Retopologizing the Face with Maya.mp4
    49:09
  • 18 Maya Part 02 Retopologizing the Body in Maya Junctions.mp4
    22:20
  • 19 Maya Part 03 Retopologizing the Body in Maya Main Body.mp4
    23:46
  • 20 Maya Part 03 Retopologizing the Fingers and Hands in Maya.mp4
    45:06
  • 21 Maya Part 04 Attaching the Hands and Retopologizing the Pants and Top.mp4
    35:30
  • 22 Maya Part 05 Retopologizing the Boots and Attaching the Head.mp4
    22:36
  • 23 Conclusion.mp4
    00:45
  • ark01 ProjectFiles.zip
  • Description


    In this workshop, Designer Ara Kermanikian shares his Photogrammetry workflow as he goes through the step-by-step process of taking scan data into CG applications to generate production ready character assets for use in film, TV, VR, videogame or VFX projects. The workshop focuses on efficient workflows starting with loading and processing the photogrammetry images into Reality Capture to generate and export the 3D model and texture. The 3D character scan is then imported into ZBrush, Maya and Wrap3 for effective treatment, simplification, cleanup, texturing, and retopology. The lectures cover the efficient use of intermediate and advanced modeling and retopology capabilities in ZBrush such as ZModeler, Dynamesh, ZRemesher, and mesh projection. Topology requirements and methodology are covered using Quad Draw and the Modeling toolkit in Maya to manually generate animation ready topology on top of the scan data. Finally, Wrap3 is used to automatically wrap animation ready topology onto the 3D scan character. For those looking to integrate photogrammetry into their pipelines, this title offers an in-depth look at how various tools complement each other to produce efficient and production ready results for both static and animatable meshes.

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    Ara Kermanikian
    Ara Kermanikian
    Instructor's Courses

    Concept Designer

    Ara Kermanikian is a concept designer with a focus on sophisticated futuristic character, vehicle, and set design for film, games, television, advertising, VR worlds, and 3D prints. He is particularly fond of designing futuristic mechs, cybernetic enhanced creatures and robotics. Ara is currently contracting with clients in the entertainment, scientific and design industries and working on his second book, Polysculpting via Design Studio Press. His work has been showcased in various publications including 3D Artist magazine, Nuthin' but Mech, editions of Mastering Maya and Introducing ZBrush. He is also a visual storytelling, 3D modeling, animation, and character design educator at Art Center College of Design and OTIS College of Art and Design.

    The Gnomon Workshop provides training that both educates and inspires for visual effects artists, concept designers, sculptors and comic book illustrators ...
    • language english
    • Training sessions 23
    • duration 9:02:30
    • Release Date 2023/06/17