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private/ | ||
.replit | ||
replit.nix | ||
work_in_progress | ||
replit.nix |
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--- | ||
title: "AI Art" | ||
enableToc: false | ||
--- | ||
- https://huggingface.co/spaces/stabilityai/stable-diffusion |
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--- | ||
title: "Art Courses" | ||
enableToc: true | ||
--- | ||
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|Course|By (On)|Categories|Software|Notes|Price | ||
|:-:|:-:|:-:|:-:|:-:|:-: | ||
|[Arrimus Ultimate 3D Modeling Course](https://www.udemy.com/course/arrimus3d/)|Arrimus 3D (Udemy)|Modeling, Hardsurface|ZBrush, Blender, Max, CAD|- Pre-recorded|$110 | ||
|[ycf cg](https://ycfcg.art/)|-|Entire Process, CG, Cartoon, ACG|?|Their [ArtStation](https://www.artstation.com/cifangyi) is probably one of the most impressive 3D character portfolios|- | ||
|[Character Creation for Games](https://www.cgmasteracademy.com/courses/133-character-creation-for-games/)||Entire Process, Stylized|Maya/ Blender, ZBrush, PS, Substance, Marmoset|- Pre-recorded<br>- 9 weeks<br>- Weekly Assignments<br>- Intermediate to Advanced|$750 | ||
|[Stylized Character Art for Games](https://www.cgmasteracademy.com/courses/advanced-stylized-character-art-for-games-mentorship/)||Entire Process, Stylized|ZBrush, Maya, Marmoset Toolbag, Substance, Unreal Engine|Pre-recorded<br>- 10 weeks<br>- Weekly Assignments<br>- Advanced|$1000 | ||
|[Anatomy for Production](https://www.cgmasteracademy.com/courses/5-anatomy-for-production/)||Sculpting, Anatomy|ZBrush|- Pre-recorded<br>- 10 weeks<br>- Weekly Assignments<br>- Intermediate|$1000 | ||
|[Stylized Character Arts for Games](https://www.cgmasteracademy.com/courses/stylized-character-arts-for-games/)||Entire Process with focus on texturing, Hand Painted|ZBrush, Substance, 3DCoat, Marmoset, any 3D modeling software|- Pre-recorded<br>- 8 weeks<br>- Weekly Assignments<br>- Intermediate|$750 | ||
|[Stylized Characters in 3D](https://www.cgmasteracademy.com/courses/109-stylized-characters-in-3d/)||Entire Process, Stylized|ZBrush, Maya|- Pre-recorded<br>- 8 weeks<br>- Weekly Assignments<br>- Intermediate to Advanced|$700 | ||
|[ZBrush for Concept](https://www.cgmasteracademy.com/courses/44-zbrush-for-concept-iteration/)||Concept Sculpting, Speed Sculpting|ZBrush|- Pre-recorded<br>- 6 weeks<br>- Weekly Assignments<br>- Intermediate|$600 | ||
|[Mechanical Rigging](https://www.cgmasteracademy.com/courses/36-mechanical-rigging/)||Mechanical Rigging|Maya|- Pre-recorded<br>- 8 weeks<br>- Weekly Assignments<br>- Intermediate|$700 | ||
|[Rigging for Games](https://www.cgmasteracademy.com/courses/12-rigging-for-games/)||Rigging|Maya|- Pre-recorded<br>- 8 weeks<br>- Weekly Assignments<br>- Intermediate| | ||
|[High Poly Mech Modeling In ZBrush](https://cubebrush.co/bryantmkoshu/products/72laow/high-poly-mech-modeling-in-zbrush)|Bryant Koshu (Flipped Normals)|Modeling, Hardsurface, Mecha, Concepting in 3D|ZBrush, Blender|- Pre-recorded|$20 | ||
|[Thinktank Studio](https://www.tttc.ca/)||||- Real-time classes with teacher|Quite expensive, depeing on the plan | ||
|[3D Character Creation: Black Feather Hunter](https://www.wingfox.com/c/8559)||Entire process, realistic character leaning into the direction of stylized|ZBrush, Substance, Marmoset, PS, Maya|- 30h of pre-recorder videos| $80 often reduced to $90 | ||
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## Course Platforms | ||
|Platform|Notes | ||
|:-:|:-: | ||
|Flipped Normals: [All Game Art Courses](https://flippednormals.com/explore?tagIds=1&firstCategory=1&secondCategory=14)| | ||
|Flipped Normals: [All ZBrush Courses](https://flippednormals.com/explore?tagIds=1&firstCategory=1&softwareIds=39)| | ||
|Flipped Normals: [All Texturing Courses](https://flippednormals.com/explore?tagIds=1&firstCategory=1&secondCategory=31)| | ||
|Cubebrush: [Advanced Game Dev Courses](https://cubebrush.co/marketplace?resource=tutorials&dimension=3d&skill_level=advanced)| | ||
|Wingfox: [Game Art](https://www.wingfox.com/tutorials/soft/?sj=3)| | ||
|[cg master academy](https://www.cgmasteracademy.com/courses/)| | ||
|[Udemy](https://www.udemy.com)| | ||
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## 2D Courses | ||
### Schoolism | ||
- https://schoolism.com/sign-up/course | ||
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### Cubebrush | ||
Amazing courses, many by marc brunet | ||
- [Cubebrush Art School](https://cubebrush.co/mb/products/0dpzeg/art-school) | ||
- [Cubebrush Tutorials](https://cubebrush.co/marketplace?resource=tutorials) | ||
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## Courses to Avoid | ||
- Skillshare (Why? Because everything is entry level difficulty and the teachers aren't professionals) |
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Edge control methods: | ||
ZBrush makes some methods quite a lot more aluring, for example the zremesher, but that can cause massive increase in polies when subdividing. Compared to using more common method like placing edge loop for control. Becaue with that only the areas that need the detail get denser. I'm noticing that simple object with like 40k polys quickly go to 4mil just because I added one small detail, and the entire mesh needes that extra density for that one detail. DynaMesh/ sculptris pro one would think would be the soklution, but one shoudl stay away from terrible tool like those in the final stages of the model (anythjing that isnt blockout) |
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- goZ workflow visible | ||
- baking trick where one takes screenshots and oputs them into pure ref side by side | ||
- first mark sharp, then Alt + N then Face Area then Custom Normal (order improtna t for so0me reason) | ||
- auto save intervals for blender and different methods | ||
- mesh machine essentials: unfuse + unchamfer (reverse maybe) or unbevel (reverse maybe) | ||
- corner bevels don't get a triangle with even amount of segments | ||
- When beveling a convex 2 edge area, setting the bevel option miter inner to Arc, will work wonders (https://www.youtube.com/watch?v=BU3fR0ZyPtE) | ||
- baking objects both high and low need no materials because marmoset crerates them | ||
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- https://blendermarket.com/creators/pigscales?page=1 | ||
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- math behind shading: one might think this isn't that important, but I would argue that it's essential for getting perfect shading. For example turinig on the lines (light blue pink, mainly pink) shows how the shading will be, things like average look at the sizes ofg face, so increasing the size of a face on a big plane can completely remove a shading issue | ||
https://www.youtube.com/watch?v=sqGFhiP-2mc | ||
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- ugly seams ad edges in bakes where sharp edges are, are a result of no uv seam, however adding a uv seam will significantly reduce the aperance of these seams, the will however always be visible when getting close (happens with marmoset baker And substance paibter baker, maxybe i the future baker wont have this issue https://helpx.adobe.com/substance-3d-bake/common-issues/seams-are-visible-after-baking-a-normal-texture.html and https://helpx.adobe.com/substance-3d-bake/common-issues/aliasing-on-uv-seams.html). The way to reduce this faint line even more is by either increasin sample, format, Res or filer extension, ToDo: investigate ToDo: get example images | ||
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- avoid these bevels at all costs (blender bevel outer miter = arc): | ||
this shape can also happen from subdiv, prevented wit rerouting edges (normally by mergeing the 2 closest verts to the spot) | ||
![[image-2023-12-30-23-24-23.png]] | ||
bevel order has a lot of strategy, sometimes it's better to bevel edges in sets after eachother instead of all at once | ||
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- shade flat can help fine shading and topology issues, especial those hidden behind modifiers like subD and bevel |
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--- | ||
title: "Background" | ||
enableToc: false | ||
--- | ||
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## 🚧Work in Progress🚧 | ||
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- HDRI, Orthographic, Design/ Pattern , Infinite background into Bevel, Infinite background into darkness, Environment | ||
- https://www.youtube.com/watch?v=HNlVyo12EMs |
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--- | ||
title: "Keyword Syntax of Handbook" | ||
enableToc: false | ||
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To keep keywords consistent I'll define them here. For example a mistake that might happen is that one call the ZBrush SubTool, "sub tool" instead of "SubTool". | ||
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Some examples why this is important: | ||
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- Inconsistencies like this can lead to confusion. For example, ZBrush has something called a "Tool" emphasis on the capital T, seeing this immediately show the reader that the ZBush Tool is being talked about and not the English word "tool". | ||
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- It also makes it harder to search through the wiki with Ctrl+F. | ||
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|Keyword|What it refers to| | ||
|:-:|:-: | ||
|SubTool|Every model in ZBrush has so called "SubTools" | ||
|Tool|The entire model in ZBrush is called "Tool" (and has SubTools inside of it) | ||
|SubDiv|There are many names for the Subdivision Surface Algorithm which is used in every 3D modeling software, I'll call it SubDiv no matter how the software calls is. Occasionally I'll also sue the full name | ||
|polypaint| | ||
|Topology|Don't use Topo??? | ||
|Settings > Path|Use arrow to show navigation through menus, make sure tho keep one space distance between the arrows | ||
|Real-time| | ||
|Hyper-Realistic| | ||
|capitalize software names| | ||
|MatCap| | ||
|16 bit|Keep the number and bit separate |
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--- | ||
title: "NameMe" | ||
enableToc: false | ||
--- | ||
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# Links | ||
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- https://www.youtube.com/watch?v=eL7r1Yav7qs (theory of sketching clothing before committing) | ||
- https://www.youtube.com/watch?v=vaGvsk51vUI&list=RDCMUCH0FwuoIVHtYsuci4QMEbAA&index=2 (form ZBrush base to marvelous) | ||
- https://www.youtube.com/watch?v=imp3j7l6V1U&list=RDCMUCH0FwuoIVHtYsuci4QMEbAA&index=3 (theory of correct cloth folds) | ||
- https://www.youtube.com/watch?v=cIYHaPO7IRw&list=RDCMUCH0FwuoIVHtYsuci4QMEbAA&index=4 (cloth sculpting in zrbsuh) | ||
- https://www.youtube.com/watch?v=lopXcsHzVHU&t=1s (The Amazing Sculpting Brush NOBODY Knows About) | ||
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--- | ||
title: "Skin" | ||
enableToc: false | ||
--- | ||
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## 🚧Work in Progress🚧 | ||
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# Overview | ||
There are a couple of ways of making skin/ skin shaders. The first thing to consider is the style. Realistic or stylized/ anime. | ||
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### Realistic Skin | ||
For realistic one can use real skin textures and project them onto the model, one can sculpt the pores and other skin detail, one can hand paint maps like Subsurface scattering and one can procedurally generate things like freckles. Use a combination of some or all of these methods for realistic skin | ||
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### Stylized/ Anime Skin | ||
For stylized/ anime skin one can hand paint all the skin tones variations, use dynamic shaders like cell shaders, spray paint or generate things like freckles, | ||
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# Resources | ||
- https://flippednormals.com/downloads/texture-stylized-skin-material/ | ||
- https://texturing.xyz/ | ||
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# Sculpted Skin | ||
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# Texturing Skin | ||
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# High Res Skin Projecting | ||
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# Blender Shader Node Skin | ||
- Set Principled BSDF Sub Surface Scatter mode to Random Walk | ||
- For Eevee turn on Subsurface refraction in the material settings | ||
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### Node Skin Method 1 | ||
1. Add Subsurface Scattering with noise | ||
Nodes: | ||
![[Pasted image 20230605134700.png]] | ||
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2. Add base color texture | ||
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Nodes: | ||
![[Pasted image 20230605134716.png]] | ||
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3. Add bump based off of base color | ||
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Nodes: | ||
![[Pasted image 20230605134744.png]] | ||
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4. Add roughness based off of base color | ||
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Nodes: | ||
![[Pasted image 20230605134803.png]] | ||
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### Node Skin Method 2 | ||
1. Create a vertex color and in vertex paint mode under Paint select Dirty Vertex Colors. Change the Blur iterations to something between 3 and 5. | ||
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Nodes: | ||
![[Pasted image 20230605134825.png]] | ||
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