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Designing Real-Time VFX Assets - Part 3 of 4

Pixologic ZBrush via YouTube

Overview

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Join this comprehensive livestream tutorial focused on creating assets for real-time VFX usage in game development. Learn the step-by-step process of crafting realistic coal assets using ZBrush and Substance Painter. Master techniques for creating fire pit elements and texture atlases for baking masked materials like banners and decals. Follow the seamless workflow from ZBrush to Substance Painter and Unreal Engine implementation. Free project files are available for download to practice these techniques. The tutorial covers essential ZBrush functions including mask creation, deformation tools, history brush usage, polygroup management, UV unwrapping, and mesh optimization for game-ready assets.

Syllabus

00:00:00 Waiting Loop
00:00:40 Welcome
00:01:56 NAB LV 2025, ZBrush iPad
00:07:48 Today's Topics
00:11:44 Mesh Decal
00:12:09 __ Create Mesh Decal [1], intro
00:13:59 __ Sculpting vs Texture
00:15:30 __ Note - Useful Options to Substance
00:19:59 __ Create Mesh Decal [2] Scale
00:20:36 __ Create Mesh Decal [3] Mask, Lazy Mouse
00:22:50 __ Create Mesh Decal [4] Mask by Region
00:24:10 __ Create Mesh Decal [5] Mask adjusts
00:24:55 __ Create Mesh Decal [6] Deformation
00:25:38 __ Create Mesh Decal [7] Undo History
00:26:11 __ Create Mesh Decal [8] History Brush
00:26:59 __ Create Mesh Decal [9] ZBR, ZTL, History
00:30:31 __ Create Mesh Decal [10] Planar Brush
00:30:52 __ Create Mesh Decal [11] Store Morph Target
00:33:11 __ Create Mesh Decal [12] Negative Inflate
00:33:27 __ Create Mesh Decal [13] MalletFast2 Brush
00:34:24 __ Create Mesh Decal [14] Use Morph Target
00:35:12 __ Create Mesh Decal [15] Mask Project Points
00:35:51 __ Create Mesh Decal [16] Mask, Polypaint
00:36:44 Tip - Clean mask advantages, discussion
00:40:35 Tip -- SculptrisPro, Details, Apply Resolution
00:46:04 Tip -- Selective masking, Fill Region
00:49:30 Q - ZBrush creates Textures and Materials
00:50:45 Q -- Showcasing example in Substance
00:51:30 Q - Fine texture details and mesh density
00:55:30 Q -- Examples, Silhouette counts
00:57:59 Q - bake in Marmoset or Painter
01:00:06 Fire Pit
01:01:40 __ IMM Brush [1] Coal detail, deform
01:03:36 __ Clay Polish
01:04:15 __ IMM Brush [2] Hi-Low Poly, PolyGroup
01:06:58 __ UV Master Unwrap
01:08:24 Housekeeping, ZBrush Live, Edu License
01:12:41 Q - ZBrush Live time zone
01:15:31 __ Polygroups, ZRemesher, Fix Mesh
01:17:37 __ ZRemesher, by Half
01:17:59 Tip - Check Silhouette
01:19:15 __ Floating Geometry fix
01:20:53 __ Project History, Flipped Problem [1]
01:23:26 __ Fix Mesh, Problem [2] solved
01:23:57 __ Decimation Master, Keep UVs, 1k poly
01:26:13 __ Flipped Problem [3] restart, reload
01:28:56 __ Fill Coal elements [1]
01:29:24 __ Base for Instances
01:30:56 __ Insert Mesh Brush, All Polygons
01:31:46 __ Rotate, Tile, Random, shape it
01:34:51 __ Target result, examples, tips
01:35:58 __ Edit the original Mesh, change instance
01:37:53 Wrapping up, team discussion
01:41:15 Thank you and bye

Taught by

Pixologic ZBrush

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