Welcome to the next chapter of my tutorial series on creating a stylized creature from concept to completion using ZBrush, Maya, and Substance Painter! This project is inspired by the captivating work of Justin Gerard—be sure to check out his art on Instagram: [ Ссылка ] .
Welcome to the start of the texturing and look development process, which is Part 1 of this video. This stage consists of getting the mesh prepared by having a clean topology and setting up the Maya scene to enable the efficient execution of texturing work. That is, the creation of a solid base for materials and surface details that are going to be added into the final look of this creature.
Series Includes:
✔️High-Poly Modeling
Part 1: [ Ссылка ]
Part 2: [ Ссылка ]
Part 3: [ Ссылка ]
✔️ Retopology
[ Ссылка ]
✔️UV Mapping
[ Ссылка ]
✔️Texturing
✔️Look Development
I'd love to hear from you, be it your thoughts or questions. Leave a comment below! If you want to see the next steps in bringing this creature to life, make sure to like, subscribe, and hit that notification bell.
Instagram: [ Ссылка ]
Website: [ Ссылка ]
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