In this course we will take you through the process of creating a model suitable for CG Animation and VFX. We’ll go from breaking down the initial asset brief, creating a moodboard and gathering reference, to blocking out the asset, creating production-ready topology and UVs, and then finalising the model for the next stage of the pipeline.
Through practical examples, this course will guide you through the modelling process and the tools and techniques to that will allow you to work efficiently and effectively.
Lessons in this course
01. Breaking down the brief, modelling tools and blocking
In this lesson, we’ll break down the asset brief, create a moodboard, gather reference, and then set up our Modelling environment. We’ll then look at some of the more useful modelling tools that will allow us to model efficiently before moving on to blocking out the model.
02. Maya modelling tools for clean topology and Deformers
With the asset blocked out, we’ll move on to looking at the topology tools to create deformable geometry. We will also see how to use the curve tools, the sculpting tools, Mash networks, and the Maya Deformers.
03. Adding sculpt details and cleaning up the model
With the asset fleshed out and coming along, we’ll dive into how you can go about adding edge detailing, ZBrush for additional surface detail.
04. UVing the asset and presentation renders
This lesson will cover how to go about creating production-ready UVs. We’ll cover the basics of UVs, UDIMs and resolution, cutting, sewing, unfolding, scale, and setting a sensible shell layout. Lastly, we'll run through the steps to finalise the asset to ensure it is ready for texturing and look development. We’ll also go through the process of creating model turntable renders for review.
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