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Updated in [September 27th, 2023]
What does this course tell?
(Please note that the following overview content is from the original platform)In this course we will be going through the process of creating a small stylized dungeon environment from the blockout stage to the final presentation I will be guiding you through the process of modeling the low poly assets and show you different techniques of UVing We will then take our assets into ZBrush where I will be showing how to define all the materials that you will find in this environment We will use some of the ZBrush sculpts to render tiling texture flats that we can composite in Photoshop I will then be guiding you through the process of painting the textures for a few assets so you can reproduce this process for the remaining models Finally we are going to set up a scene in Marmoset for the final presentation By the end of this course you should be able to create and understand the workflow that I use to create stylized environments like this one(Students - please look under Section 1 & Lecture 1 downloads for the source files associated with the lesson) More about the Instructor: Tobias Koepp is an accomplished environment artist in the games industry He started his career as a student in the Netherlands where he had the chance to work as an intern at Guerilla Games for about half a year He is now currently working on his first full-time job as a 3D artist at an outsourcing studio in Spain I've always been fascinated by hand painted and stylized art and work hard to turn this passion into a job
We considered the value of this course from many aspects, and finally summarized it for you from two aspects: skills and knowledge, and the people who benefit from it:
(Please note that our content is optimized through artificial intelligence tools and carefully reviewed by our editorial staff.)
What skills and knowledge will you acquire during this course?
During this course, students will acquire the following skills and knowledge:
1. Modeling low poly assets: Students will learn the process of creating low poly assets for a stylized dungeon environment. They will be guided through different modeling techniques to create the desired assets.
2. UV mapping: Students will learn various techniques of UV mapping to efficiently unwrap the low poly assets. This process is essential for applying textures accurately onto the models.
3. Material definition in ZBrush: Students will use ZBrush to define the materials that will be used in the environment. They will learn how to sculpt and render tiling texture flats that can be further edited in Photoshop.
4. Texture painting: Students will be guided through the process of painting textures for a few assets in the environment. This will enable them to reproduce the same process for the remaining models.
5. Scene setup in Marmoset: Students will learn how to set up a scene in Marmoset, a real-time rendering software, for the final presentation of their stylized dungeon environment.
6. Workflow understanding: By the end of the course, students should be able to create and understand the workflow used by the instructor to create stylized environments. This knowledge will enable them to create similar environments in the future.
Who will benefit from this course?
This course will benefit aspiring 3D artists and game developers who are interested in creating stylized dungeon environments for games. Specifically, it will be helpful for individuals who want to learn the process of modeling low poly assets, UVing techniques, defining materials in ZBrush, rendering tiling texture flats, painting textures, and setting up scenes in Marmoset for final presentations. The course is designed to teach students the workflow used by an accomplished environment artist in the games industry, Tobias Koepp. Whether students are beginners or have some experience in 3D art, this course will provide them with the necessary skills and knowledge to create stylized environments like the one demonstrated.
Course Syllabus
Blocking out and Modeling the Objects for our Scene
Uving and Sculpting our Details
Baking Normal maps and AO for our Sculpts, and Starting our Painting
Painting the Door, and Compositing our Scene in Maya