- Blockout sculpting in ZBrush
- SUBD retopo, SUBD modeling
- CAD modeling in Moi3D
- Utilizing 3D KitBash libraries
- Rendering in Octane Render
- Finalizing image in Lightroom and Photoshop
در این مجموعه آموزشی، ویتالی بالگارف به معرفی و توضیح رویکرد و تکنیک هایش برای ایجاد "3D Pass Design" یک شخصیت روباتیک برای یک فیلم یا یک بازی ویدئویی خواهد پرداخت.
نرم افزار و تکنیک های تحت پوشش:
مجسمه سازی Blockout در ZBrush
SUBD retopo، مدل سازی SUBD
مدل سازی CAD در Moi3D
استفاده از کتابخانه های 3D KitBash
رندر در Occtane Render
نهایی کردن تصویر در Lightroom و Photoshop
As a 3D character modeler for video games and game cinematics, Vitaly Bulgarov worked at Blizzard Entertainment on the cinematics team for Starcraft 2, Diablo 3, and the World of Warcraft franchise. As a concept designer for films, he’s created robotic designs for ILM, Dreamworks, Paramount, Lightstorm Entertainment and more, on projects including Transformers: Age of Extinction, RoboCop (2014), Terminator: Genisys, Ghost in the Shell, and the upcoming Alita: Battle Angel (2018).
After transitioning from games and movies into industrial design, Vitaly has also worked on next-generation wearable products at Intel's New Devices Group as well as on surgical robotics at Intuitive Surgical. For the past 4 years, Vitaly has been working as the chief designer at Hankook Mirae Technology, the company responsible for building the first-ever four-meter tall mecha/robotic suit and currently developing a new humanoid and a quadruped robot. He also consults and works for Boston Dynamics, Panasonic, Microsoft, as well US military projects.
In this class Vitaly will be focusing on demonstrating and explaining his approach and techniques for creating a solid “1st Pass” 3D Design of a robotic character for a Film or a Videogame project. 1st pass design phase is considered one of the most challenging and critical stages of a 3D design creation process. “Challenging” because fast turnarounds and yet with high quality are usually expected by the clients at the beginning of a project when there is still room for exploration and therefore this stage demands an array of skills throughout several software packages and clarity of design thinking of a task at hand. “Critical” because a properly done and a successful 1st pass design creates a definite visual target for the project early on and lays the foundation for the future iterative work on the more refined/final design version as well reduces overall cost and saves time of the asset production for the entire team while not compromising the quality.
Software and Techniques covered: