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Creating A High-fidelity Hero Building

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7:00:56

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  • 00 - Preview.mp4
    01:38
  • 01 - Introduction.mp4
    01:22
  • 02 - Working with References.mp4
    12:09
  • 03 - Modeling the Environment - Parts A.mp4
    45:04
  • 04 - Modeling the Environment - Parts B.mp4
    38:20
  • 05 - Modeling the Environment - Parts C.mp4
    44:30
  • 06 - Modeling the Environment - Parts D.mp4
    33:13
  • 07 - Modeling the Environment - Parts E.mp4
    35:04
  • 08 - Texturing & Look Dev - Parts A.mp4
    59:25
  • 09 - Texturing & Look Dev - Parts B.mp4
    01:23:54
  • 10 - Render & Post-Production Guidance.mp4
    01:06:17
  • Description


    Learn various professional techniques and approaches to create an optimized, precise, versatile 3D building model and texture it with smart materials in Substance Painter using non-destructive and adaptable workflows. While this tutorial is mainly oriented at intermediate VFX artists, artists of all levels and disciplines will enjoy learning the efficient new workflows demonstrated.


    In this 7-hour workshop by Dmitry Kremiansky, he pulls from his 8-plus years of experience in the industry working at top studios to instruct how to create highly optimized, precise, and versatile models. Since his techniques are universal, whether you're a Maya user or work with other 3D software, the knowledge shared in this workshop is transferable to 3ds Max and Blender and is ultimately intended to help you boost the quality of your output.


    One focus of this workshop is creating truly "smart materials" in Substance Painter using anchor points, manual channels, and UDIMS. Dmitry also shows how to create textures in multiple increments that allow better communication across departments, using non-destructive and highly adaptable workflows.


    While this tutorial is created using VFX and cinematics workflows — therefore mainly targeting intermediate generalists and environment artists working on buildings and man-made structures — the techniques shared will be useful whether you’re working in visual effects or games. The goal is for all artists working in concept, modeling, look dev, and lighting to benefit from this workshop and learn new robust modeling, UV, and texturing workflows, plus develop healthy practices to create detailed hero assets in a studio pipeline.

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    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 11
    • duration 7:00:56
    • Release Date 2024/12/03