Saturday, February 2, 2013

Creative Development: Rapid Concept Art Techniques in Photoshop and ZBrush

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Creative Development: Rapid Concept Art Techniques in Photoshop and ZBrush
Run Time: 2h 51m | Release Date: October 1, 2012 | Author: Ismail Wamala | Required Software: Photoshop CS6, Maya 2009, ZBrush 4R4
English | FLV + Project files | 1280 x 720 | AVC ~600 kbps | 15 fps
AAC | 130 Kbps | 44.1 KHz | 2 channels | ~3 hours | 3.4 GB
Genre: eLearning

Throughout this tutorial we will look at the steps required to create fully rendered versions of concept art for presentation purposes. We will start by gathering the reference material. Along the way, we will alter a pre-built base mesh in Maya, sculpt it in ZBrush, and then paint over the ZBrush render in Photoshop. By the end of this tutorial you will have a solid understanding of the workflows that are required to quickly create highly detailed concept art pieces.
Content:
1. Introduction and project overview
2. Reference material analysis
3. Exploring thumbnails
4. Building our character’s head in ZBrush
5. Painting over our head renders in Photoshop
6. Continuing to paint over the head renders
7. Creating our character’s base mesh in Maya
8. Sculpting our character in ZBrush
9. Posing our character in Maya
10. Sculpting the posed character in ZBrush
11. Painting over our posed character render
12. Continuing to refine our paint over
13. Adding armor and lighting effects
14. Making a background for our final image
15. Creating our second character variation
16. Refining our second character
17. Adding armor to our second character
18. Adding lighting effects to our image
19. Creating a background for our second character
20. Starting our third character variation
21. Adding armor to our third character variant
22. Creating lighting effects to our third character
23. Refining the final image and adding a background
24. Reviewing our final three character designs


Download:

Download Links:
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Creative Development: Rapid Concept Art Techniques in Photoshop and ZBrush

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