Unreal Nanite Environment With ZBrush - Stage 03 Sculpting Phase
nickzucc
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Unreal Nanite Environment With ZBrush - Stage 03 Sculpting Phase
483 просмотра · 1 год назад
nickzucc
4,15 тыс. подписчиков
483 просмотра · 1 год назад
In this lesson, we’ll take the refined block-out meshes from our previous session and bring them into ZBrush to sculpt high-quality models. After detailing, we’ll decimate the meshes and import them into Unreal Engine as Nanite assets for optimal performance.
Inside ZBrush, we’ll explore a variety of brushes for sculpting stone, along with my custom interface to streamline the workflow. We’ll also discuss the importance of reference in the artistic process and how to integrate it effectively.
Next, we’ll dive into an advanced vertex mask technique in both ZBrush and Unreal to create a shader that highlights edges and adds natural shadowing to recessed areas, enhancing the realism of our models.
In Unreal Engine, we’ll increase the complexity of our Sequencer shots and learn how to seamlessly switch between gameplay and cinematic sequences. We’ll then cover rendering high-quality movie shots using the Movie Render Queue.
Finally, we’ll take our rendered frames into After Effects to compile them into a polished, animated movie.
To See Part 2 ( • Unreal Nanite Environment With ZBrush - St... )
00:00:00 Introduction
00:01:35 Exporting From Maya To Zbrush
00:05:19 Import Models From Maya Into ZBrush
00:07:30 Zbrush Dynamesh
00:14:47 Nick Z ZBrush Interface
00:21:22 Using Reference When Sculpting
00:24:37 Lazy Mouse Options
00:34:01 Orb Brush Set
01:13:36 Rendering Shots In Zbrush
01:23:19 Exporting To Unreal
01:31:51 Importing From Zbrush Into Unreal (Nanite)
01:49:11 Vertex Mask Workflow
02:06:24 Adding Complexity To Our Sequencer Shots
02:37:53 Movie Render Queue Set Up
02:50:02 Rendering To A Movie Format In After Effects
02:55:14 Render Directly In After Effects