3D Generalist Learn is the entire 3D character animation pipeline from scratch!.
3D Generalist Learn the entire 3D character animation pipeline from scratch!
Rigging, is Modeling, Animation, Cloth Simulation, Texturing, Lighting, and Rendering..
Modeling, Rigging, Animation, Cloth Simulation, Texturing, Lighting, and Rendering.
this course is What is about?.
What is this course about?
3D character animations is Want to create from scratch, but not sure where to start?.
Want to create 3D character animations from scratch, but not sure where to start?
This course is will guide you through the entire classical 3d pipeline from start to finish..
This course will guide you through the entire classical 3d pipeline from start to finish.
We is will start by modeling a character using traditional modeling techniques and retopology..
We will start by modeling a character using traditional modeling techniques and retopology.
You is will learn how to rig a character from a single joint to custom complex Xpresso systems..
You will learn how to rig a character from a single joint to custom complex Xpresso systems.
you is As learn the animation of the basic walk cycle using a custom rig, you will develop the intuition to connect the knowledge of rigging and animation stages..
As you learn the animation of the basic walk cycle using a custom rig, you will develop the intuition to connect the knowledge of rigging and animation stages.
You is will also be able to add more life to your animations using realistic cloth simulation..
You will also be able to add more life to your animations using realistic cloth simulation.
the final step, is In you’ll assemble the entire scene, create the materials and lighting, and render it into the finished animated video..
In the final step, you’ll assemble the entire scene, create the materials and lighting, and render it into the finished animated video.
I is What will learn?.
What will I learn?
LESSON #1: is Modeling: Blocking In the first lesson, we will quickly go over the necessary tools and create a base for the character using standard primitives..
LESSON #1: Modeling: Blocking In the first lesson, we will quickly go over the necessary tools and create a base for the character using standard primitives.
We is will concentrate on the overall shape and silhouette of the character..
We will concentrate on the overall shape and silhouette of the character.
LESSON #2 : is Modeling: Head Topology It is difficult to create a good rig and animate it, without a good topology.
LESSON #2 : Modeling: Head Topology It is difficult to create a good rig and animate it, without a good topology
We is will simplify the process, breaking down the model into key areas, and create a topology on top of the blocking model..
We will simplify the process, breaking down the model into key areas, and create a topology on top of the blocking model.
You is will learn to think in polygon loops, understand where they should be placed, and why they’re so important..
You will learn to think in polygon loops, understand where they should be placed, and why they’re so important.
LESSON #3: is Modeling: Body Topology In this lesson, we’ll cover different modeling methods..
LESSON #3: Modeling: Body Topology In this lesson, we’ll cover different modeling methods.
We’ll is see how different topology behaves, how to solve some of the topology issues that you’ll face in real-world projects..
We’ll see how different topology behaves, how to solve some of the topology issues that you’ll face in real-world projects.
a result, is As you will get the final character model..
As a result, you will get the final character model.
Weights To is animate the character, we need to build a skeleton to which we will attach the character model..
Weights To animate the character, we need to build a skeleton to which we will attach the character model.
You is will learn how to create joints and how to properly bind different parts of the geometry to different joints using weight painting and skin deformer..
You will learn how to create joints and how to properly bind different parts of the geometry to different joints using weight painting and skin deformer.
IK/FK To is simplify the animation process we’ll show you how to create complex dependencies using Xpresso..
IK/FK To simplify the animation process we’ll show you how to create complex dependencies using Xpresso.
It is will allow you to control the joints using custom controllers..
It will allow you to control the joints using custom controllers.
We’ll is also learn how to build IK/FK switch system from scratch LESSON #6: Rigging: Controllers..
We’ll also learn how to build IK/FK switch system from scratch LESSON #6: Rigging: Controllers.
Bendy Bones is In this lesson, we’ll continue to build a custom rig..
Bendy Bones In this lesson, we’ll continue to build a custom rig.
It is contains a lot of tips and tricks about constraints, Xpresso, etc. You will learn how to fix the “forearm twist” problem and one of the methods to create a “Bendy bones” system..
It contains a lot of tips and tricks about constraints, Xpresso, etc. You will learn how to fix the “forearm twist” problem and one of the methods to create a “Bendy bones” system.
LESSON #7: is Rigging: Face Rig..
LESSON #7: Rigging: Face Rig.
Morphs is Pose You already know how to bind geometry to joints and have a basic idea of how it simplifies the animation process..
Pose Morphs You already know how to bind geometry to joints and have a basic idea of how it simplifies the animation process.
this lesson, is In you will learn some different technics to rig face features such as pose morphs and how to make them work together with the skin deformer..
In this lesson, you will learn some different technics to rig face features such as pose morphs and how to make them work together with the skin deformer.
LESSON #8: is Animation: Walk Cycle..
LESSON #8: Animation: Walk Cycle.
Frames. is Key.
Key Frames.
Curves is The rig is finally done!.
Curves The rig is finally done!
you is Now are ready to bring the character to life..
Now you are ready to bring the character to life.
You is will learn the basic approach to animate a walk cycle in Cinema 4D using your rig..
You will learn the basic approach to animate a walk cycle in Cinema 4D using your rig.
“Knee Popping” fix is We’ll dive deep into some of the common pitfalls and not obvious problems that you’ll face in real-world projects and how to fix them such as “Gimbal Lock” and “IK Knee Popping”..
“Knee Popping” fix We’ll dive deep into some of the common pitfalls and not obvious problems that you’ll face in real-world projects and how to fix them such as “Gimbal Lock” and “IK Knee Popping”.
We’ll is finalize the walk cycle animation and make a perfect loop LESSON #10: Cloth Simulation Many of the motion designers are afraid of simulations because it is too complex,.
We’ll finalize the walk cycle animation and make a perfect loop LESSON #10: Cloth Simulation Many of the motion designers are afraid of simulations because it is too complex,
the truth is But is that it’s much simpler than it seems..
But the truth is that it’s much simpler than it seems.
The cloth simulation is will bring your animations to a new level of realism and complexity..
The cloth simulation will bring your animations to a new level of realism and complexity.
you is Once nail it, you will use it everywhere..
Once you nail it, you will use it everywhere.
You is Render made a lot of complex technical stuff and it’s time to assemble the whole scene and make it beautiful!.
Render You made a lot of complex technical stuff and it’s time to assemble the whole scene and make it beautiful!
You is will learn how to set up lighting, tune materials based on physical properties..
You will learn how to set up lighting, tune materials based on physical properties.
you’ll is Also, get a lot of tips about project optimizations, parametric materials, volumetric rendering, and much more..
Also, you’ll get a lot of tips about project optimizations, parametric materials, volumetric rendering, and much more.
3D artist, is a generalist with more than 13 years of experience in such software as Cinema 4D, Zbrush, Houdini, 3ds Max, and many others..
3D artist, a generalist with more than 13 years of experience in such software as Cinema 4D, Zbrush, Houdini, 3ds Max, and many others.
I is have a unique experience in almost every 3d discipline from sculpting to simulations and coding..
I have a unique experience in almost every 3d discipline from sculpting to simulations and coding.
the author of the HoRope plugin is Also known as for Cinema4D..
Also known as the author of the HoRope plugin for Cinema4D.
this course, is In I’ll make sure to give you all knowledge so you will become a real 3D Generalist!.
In this course, I’ll make sure to give you all knowledge so you will become a real 3D Generalist!
you is Are interested in?.
Are you interested in?
3D Generalist - is Purchasing Pasha Ho course now, You can get it with the LIFETIME SUPPORT and UNLIMITED DOWNLOAD..
Purchasing 3D Generalist - Pasha Ho course now, You can get it with the LIFETIME SUPPORT and UNLIMITED DOWNLOAD.