PLEASE NOTE: On purchase, you will get a text document to download, inside will be the Google Drive link for the files. The reason for this method is, the project files are about 19GB and I have had people struggling to download their files from Artstation in the past.
If there are any problems, please reach out.
Included:
27 HD Videos in English / 17hrs+ video content
1-hour intro to Fusion 360
Adobe Substance Painter File
Bakes and Baking file
Final Lowpoly and Highpoly with textures
Fusion 360 Scripts and Picatinny Rail file
Reference Board (PureRef File)
Description:
Whether you want to learn how to incorporate Fusion into your baking pipeline or just want to learn how to make AAA game art, this tutorial is for you. We will work all the way from blockout stage to the final textured asset. Having a basic understanding of 3d modeling and baking workflows are preferred.
Chapters:
Intro to Fusion 360:
One hour-long video on Fusion modeling, everything you need to get you going on the blockout, whether you know Fusion or not, this video should get you ready to model in Fusion 360.
Blockout:
In this chapter, we will be looking at blocking out the laser device from beginning to end with commentary all the way. By the end, you will have a solid model to take into Zbrush for your highpoly
Highpoly:
Here we look at how to take a model from fusion to zbrush, what good smoothing looks like to get good bakes and how to get a decimated model out of zbrush for our baking needs.
Lowpoly:
In this chapter, we will be looking at how to send a model from Fusion to your preferred 3d package, in my case, 3ds Max. We will also be modeling the rubber parts of the model and the lids in this chapter.
UVS and Baking:
We will look into the basics of setting up UVs and then unwrap the whole model, send it over to Marmoset to get it baked and ready for texturing.
Texturing:
We look into how to how to get our project ready, discuss decal maps and what you need to get into texturing. We will be texturing the laser from nothing to finish and you will have a better understanding of how to interpret the reference to your texturing scene. After this chapter, you should have a solid understanding of how to texture assets to AAA quality.
Requirements:
Fusion 360 (Trial, Educational, Hobbyist or commercial license)
Moi trial
Zbrush
Your prefered 3d package (3ds Max, Maya, Blender, etc)
Marmoset Toolbag
Adobe Substance Painter 7.1.1 (2021.1.1) or later
Note: I do my UVs in Rizom UV but the techniques showcased will carry over to anything you prefer to use.
In texturing, I use grunges out of D.Gruwier's Grunge Imperfections pack, it won't be included as it is paid content, I do however include some of my own grunges and scratches decals.
PLEASE NOTE: On purchase, you will get a text document to download, inside will be the Google Drive link for the files. The reason for this method is, the project files are about 19GB and I have had people struggling to download their files from Artstation in the past.
If there are any problems, please reach out.
Included:
27 HD Videos in English / 17hrs+ video content
1-hour intro to Fusion 360
Adobe Substance Painter File
Bakes and Baking file
Final Lowpoly and Highpoly with textures
Fusion 360 Scripts and Picatinny Rail file
Reference Board (PureRef File)
Description:
Whether you want to learn how to incorporate Fusion into your baking pipeline or just want to learn how to make AAA game art, this tutorial is for you. We will work all the way from blockout stage to the final textured asset. Having a basic understanding of 3d modeling and baking workflows are preferred.
Chapters:
Intro to Fusion 360:
One hour-long video on Fusion modeling, everything you need to get you going on the blockout, whether you know Fusion or not, this video should get you ready to model in Fusion 360.
Blockout:
In this chapter, we will be looking at blocking out the laser device from beginning to end with commentary all the way. By the end, you will have a solid model to take into Zbrush for your highpoly
Highpoly:
Here we look at how to take a model from fusion to zbrush, what good smoothing looks like to get good bakes and how to get a decimated model out of zbrush for our baking needs.
Lowpoly:
In this chapter, we will be looking at how to send a model from Fusion to your preferred 3d package, in my case, 3ds Max. We will also be modeling the rubber parts of the model and the lids in this chapter.
UVS and Baking:
We will look into the basics of setting up UVs and then unwrap the whole model, send it over to Marmoset to get it baked and ready for texturing.
Texturing:
We look into how to how to get our project ready, discuss decal maps and what you need to get into texturing. We will be texturing the laser from nothing to finish and you will have a better understanding of how to interpret the reference to your texturing scene. After this chapter, you should have a solid understanding of how to texture assets to AAA quality.
Requirements:
Fusion 360 (Trial, Educational, Hobbyist or commercial license)
Moi trial
Zbrush
Your prefered 3d package (3ds Max, Maya, Blender, etc)
Marmoset Toolbag
Adobe Substance Painter 7.1.1 (2021.1.1) or later
Note: I do my UVs in Rizom UV but the techniques showcased will carry over to anything you prefer to use.
In texturing, I use grunges out of D.Gruwier's Grunge Imperfections pack, it won't be included as it is paid content, I do however include some of my own grunges and scratches decals.
For personal use and one commercial project (up to 2,000 sales or 20,000 views).
TutorialsOne copy to be used by a single user.
Installable ToolsOne installation by a single user.
Learn MoreFor use on an unlimited number of commercial projects with no limits on sales or views.
Learn MoreFor use on an unlimited number of commercial projects with no limits on sales or views.
Learn More