Topology requirements and methodology are covered using Quad Draw and the Modeling toolkit in Maya to manually generate animation ready topology on top of the scan data. The lectures cover the efficient use of intermediate and advanced modeling and retopology capabilities in ZBrush such as ZModeler, Dynamesh, ZRemesher, and mesh projection. The 3D character scan is then imported into ZBrush, Maya and Wrap3 for effective treatment, simplification, cleanup, texturing, and retopology. ![]() ![]() ![]() The workshop focuses on efficient workflows starting with loading and processing the photogrammetry images into Reality Capture to generate and export the 3D model and texture. In this workshop, Designer Ara Kermanikian shares his Photogrammetry workflow as he goes through the step-by-step process of taking scan data into CG applications to generate production ready character assets for use in film, TV, VR, videogame or VFX projects.
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