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3D kit bashing can be a fantastic creative and concept design technique, but how do you come with the kitbash set in the first place ? And how do you make sure you create a consistent visual language that will be usable when designing larger scale environments?
In this tutorial, I'm introducing a fast and effective kitbashing technique allowing to quickly develop a complex set from scratch and jump in the design task in less than 2 hours.
1 hour lecture on iterative kit bashing
2 kitbash sets (Stones and rocks)
1h30" bonus video showing the painting process in photoshop
1 PSB file
Main points covered:
Designing a concept art oriented kit bash set in zbrush
Designing an environment using a kitbash set
How to sculpt for concept art paintings
How to keep a low polycount for large scale scenes design
Bonus (no audio): full painting process in photoshop
Photoshop CC 2017
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