Acerca de este Curso
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100 % en línea

Comienza de inmediato y aprende a tu propio ritmo.

Fechas límite flexibles

Restablece las fechas límite en función de tus horarios.

Nivel intermedio

Familiarity with Maya 3d modeling software essential, basic knowledge of zbrush, substance painter, and marmoset also needed.

Aprox. 17 horas para completar

Sugerido: 8 -12 hours per week can be expected. Workload is based on complexity of chosen subject....

Inglés (English)

Subtítulos: Inglés (English)

Qué aprenderás

  • Check

    Model accurate block-in, mid poly meshes

  • Check

    Create high poly models with a real world level of accuracy

  • Check

    Create game-ready low poly meshes for a real-time environment

  • Check

    Texture and render models to give them the appearance of photo-realism

100 % en línea

Comienza de inmediato y aprende a tu propio ritmo.

Fechas límite flexibles

Restablece las fechas límite en función de tus horarios.

Nivel intermedio

Familiarity with Maya 3d modeling software essential, basic knowledge of zbrush, substance painter, and marmoset also needed.

Aprox. 17 horas para completar

Sugerido: 8 -12 hours per week can be expected. Workload is based on complexity of chosen subject....

Inglés (English)

Subtítulos: Inglés (English)

Programa - Qué aprenderás en este curso

Semana
1
4 horas para completar

Week 1: Blocking-In Model

9 videos (Total 93 minutos), 2 lecturas, 4 cuestionarios
9 videos
Essential Modeling Tips8m
Essential Modeling Tools18m
Essentials Substance Painter9m
Essentials ZBrush9m
01 Reference8m
02 Image Planes7m
03 Initial Block-In19m
04 Refining Initial Block-In3m
2 lecturas
Essential Skills/Software10m
Choosing Your Project10m
3 ejercicios de práctica
Essentials Quiz16m
Planning and Reference
Rough Block-In
Semana
2
2 horas para completar

Week 2: Mid-Poly Block-In Model

8 videos (Total 83 minutos), 2 cuestionarios
8 videos
02 Mid-Poly Eye Piece Swivel8m
03 Mid-Poly Eye-Piece Viewer7m
04 Mid-Poly Body15m
05 Mid-Poly Battery4m
06 Finish Mid-Poly Body15m
07 Mid-Poly Swivel Mount8m
08 Mid-Poly Strap Mount8m
1 ejercicio de práctica
Mid-Poly Modeling
Semana
3
3 horas para completar

Week 3: High-Poly Model

10 videos (Total 104 minutos), 3 cuestionarios
10 videos
02 High-Poly Eye Piece Swivel5m
03 High-Poly Eye Piece4m
04 High-Poly Swivel Mount5m
05 High-Poly Objective Lens14m
06 High-Poly Battery & Switch14m
07 High-Poly Body Cap12m
08 High-Poly Prepping the Body12m
09 High-Poly Body10m
10 High-Poly Floaters17m
2 ejercicios de práctica
Sub Division Modeling
ZBrush Modeling
Semana
4
2 horas para completar

Week 4: Low-Poly Model

9 videos (Total 49 minutos), 2 cuestionarios
9 videos
Low Poly Objective Lens9m
Low Poly Strap Mounts3m
Low Poly Battery Pack3m
Low Poly Battery Switch3m
Low Poly Swivel Mount3m
Low Poly Eye Piece4m
Low Poly Finishing Body11m
UV Layout4m
1 ejercicio de práctica
Low-Poly

Instructor

Avatar

Andrew Dennis

Professor of Practice
Media and Information

Acerca de Universidad Estatal de Míchigan

Michigan State University has been advancing the common good with uncommon will for more than 150 years. One of the top research universities in the world, MSU pushes the boundaries of discovery and forges enduring partnerships to solve the most pressing global challenges while providing life-changing opportunities to a diverse and inclusive academic community through more than 200 programs of study in 17 degree-granting colleges....

Acerca de Programa especializado Art for Games

In this beginner focused specialization we will show you the essentials of 2d and 3d game art production as well as concept art for games and current gen game art workflow. While each of the four courses will build your knowledge of the practice of game art, each module is a self contained unit designed to teach a specific area. By the end of the Specialization, you will have a thorough knowledge of the creation of high-quality game art assets. Through these courses, you will be using Maya, Unity, Photoshop, Sketchup, ZBrush, Marmoset Toolbag, and Substance Painter....
Art for Games

Preguntas Frecuentes

  • Una vez que te inscribes para obtener un Certificado, tendrás acceso a todos los videos, cuestionarios y tareas de programación (si corresponde). Las tareas calificadas por compañeros solo pueden enviarse y revisarse una vez que haya comenzado tu sesión. Si eliges explorar el curso sin comprarlo, es posible que no puedas acceder a determinadas tareas.

  • Cuando te inscribes en un curso, obtienes acceso a todos los cursos que forman parte del Programa especializado y te darán un Certificado cuando completes el trabajo. Se añadirá tu Certificado electrónico a la página Logros. Desde allí, puedes imprimir tu Certificado o añadirlo a tu perfil de LinkedIn. Si solo quieres leer y visualizar el contenido del curso, puedes auditar el curso sin costo.

  • The course is designed with these programs in mind due to their place as industry standard tools. You may use other tools if you wish (blender, gimp, etc) and apply the same techniques to those programs, but keep in mind the course was designed for Maya, Zbrush, Substance, and Marmoset

  • While making models for games is all about getting it into the game, presenting your work in the best possible light is a big part of art. For personal or portfolio projects you should always take the time to present them. A few hours of lighting and rendering in marmoset will get much better results than spending those hours further polishing your model and textures.

  • You will find the difficulty of your project has a lot to do with the complexity of the model you attempt to create. If it is your first time tackling these subjects I recommend keeping it simple for this course (a screwdriver rather than a car). You can always spend more time later improving and polishing your work after the course. Perfect is the enemy of done!

  • Every problem is a combination of what to do and how to do it, it's best if you aren't trying to do both at once. Most 3d artist work from image or concepts generated by another artists, so being able to follow someone else's design is an essential skill.

    As for concept art, it's best to stick to real world things. Just like 2d artist start drawing with still life, 3d artists can learn a lot by recreating a real world object. Paintings lie, and concept art can often contain lots of visual shorthand, they are sketches meant to convey the idea the artist is going for. It will be much easier to find all the reference you will need from a real world object.

    You could pick a movie or tv prop, as long as you can find enough reference. Our goal in this course is to learn how to take an object and create a photo-real facsimile of it. When you have done that, you will be much more able to make the kinds of assumptions and leaps in logic you will need to work with limited reference.

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