BECOME A 3D GAME ARTIST

MASTER

MAYA, ZBRUSH AND SUBSTANCE PAINTER

SESSIONS

LIVE

DURATION

72

SOFTWARE

MAYA

ZBRUSH

S.PAINTER

START DATE

04 NOV 2024

4:00-5:30 PM

108 HRS

6 MONTHS

LEVEL

BEGINNER

TO

INTERMEDIATE

COURSE CONTENT

INTRODUCTION TO GAME DESIGN

In the initial phase of the course, students will be introduced to the foundational principles of game design. This includes understanding the various game genres, the role of 3D artists in game development, and how assets are created for different platforms such as PC, consoles, and mobile. The focus will be on the unique challenges and requirements of building game-ready assets, including polycount limitations, performance optimization, and design aesthetics.

ASSET CREATION WORKFLOW

Students will be guided through the entire workflow of creating game-ready assets. Starting from concept art and moving through the stages of modeling, texturing, and rendering, this section will provide a structured approach to asset development. Students will learn how Maya, ZBrush, and Substance Painter work together in a production pipeline, ensuring that their assets are optimized for real-time engines and ready for integration into games.

HARD SURFACE MODELING IN MAYA

This module focuses on creating hard surface models like props, weapons, and environment pieces using Maya. Students will learn techniques for creating clean, optimized geometry that adheres to the constraints of game development. The importance of efficient modeling, modular asset creation, and maintaining a balance between detail and performance will be emphasized throughout the lessons.

UV MAPPING AND RETOPOLOGY

Proper UV mapping and retopology are crucial for creating game-ready assets. In this section, students will explore the techniques for unwrapping models to create efficient, distortion-free UV layouts that are ready for texturing. Retopology techniques will also be covered to help students create optimized low-poly versions of their high-resolution models, ensuring smooth performance in game engines.

SCULPTING IN ZBRUSH

ZBrush will be introduced as a powerful tool for creating organic models, such as characters, creatures, and intricate props. Students will learn how to sculpt highly detailed assets using ZBrush's advanced tools and workflows. This section will cover topics such as anatomy, muscle structure, and surface details, as well as how to generate normal maps and displacement maps to bring high levels of detail into low-poly game models.

BAKING AND TEXTURING IN SUBSTANCE PAINTER

Substance Painter is an essential tool for creating realistic textures for game assets. Students will learn how to bake high-resolution details from their ZBrush sculpts into their low-poly models, using normal, ambient occlusion, and curvature maps. From there, they will explore Substance Painter’s PBR (Physically Based Rendering) texturing workflow to create detailed, realistic materials for their game assets.

LIGHTING AND RENDERING FOR GRAMES

Proper lighting and rendering can make or break how a game asset looks in-game. In this module, students will learn how to set up lighting in Maya and Substance Painter to showcase their assets in the best possible way. They will also explore how different lighting setups, shading techniques, and rendering methods can affect the overall look of their assets, preparing them for final integration into a game engine.

FINAL PROJECT: COMPLETE GAME READY ASSET

In the final weeks of the course, students will apply everything they have learned to create a complete, game-ready asset or character. This project will take students through the entire process, from concept to modeling, sculpting, texturing, and engine integration. By the end of the course, each student will have a fully-realized, high-quality asset to add to their portfolio, ready to be used in a game engine.

STUDENT WORK

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