$re = '/(?<= --> ).*(?=\D+|\$)/m';
$str = '1
00:00:07,200 --> 00:00:10,880
Hi, I\'m Jack Shepard
and I\'m a 3D artist for video games.
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00:00:12,640 --> 00:00:16,800
Throughout my career,
I\'ve done more than nine AAA projects,
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including "Metro Exodus,"
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"Call of Duty: WWII"
and "Overkill\'s The Walking Dead."
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00:00:21,720 --> 00:00:25,920
I work as Supervising Environment
and Prop Artist at elite3D,
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a video game outsourcing company.
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From a young age, video games
were very present in my life,
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00:00:32,720 --> 00:00:35,880
I really enjoyed drawing
and writing my own stories.
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I\'m passionate about
all the hidden stories
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00:00:38,240 --> 00:00:40,560
behind the textures
of the props and assets,
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the objects used to decorate
the game\'s scenes or world.
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00:00:44,560 --> 00:00:47,720
Everything has a story,
even if it\'s an inanimate object.
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00:00:48,800 --> 00:00:51,280
In this course,
you\'ll find out
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what creating props and other video game
objects consists of.
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Plus, how to make them
professional quality.
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As a project, we\'ll model a prop
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that could be in any video game.
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To do this, I\'ll share
sources of inspiration with you
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00:01:05,920 --> 00:01:07,920
that marked the beginning of my career.
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After, we\'ll learn the phases
or the pipeline to follow
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for developing our asset.
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We\'ll find out how to configure
our software and scripts
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to save time working.
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We\'ll also look at
the importance of having good references
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before we start modeling.
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00:01:23,040 --> 00:01:25,840
With this knowledge, we\'ll get typing
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to start modeling our asset.
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First we\'ll do the block out
to figure out the prop\'s dimensions
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and get an idea of the pieces
that we\'ll need
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to estimate how long this will take us.
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Then, the high poly phase,
first with the Sub-D elements,
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with containment and support loops
in the more complex pieces.
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Later, with Zbrush, we\'ll look at
how to weld high poly pieces
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and finally, we\'ll give our asset
details with floaters and screws.
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Then, the low phase
to reduce the poly of our high poly
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followed by UV mapping
and bakes to project detail.
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00:01:59,960 --> 00:02:03,040
We\'ll work with the substance painter
to texturize,
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we\'ll create our base materials
to give them history and realism.
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With our finished asset,
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we\'ll see the steps to integrate it
into our game motor.
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Lastly, we\'ll illuminate
our asset in Marmoset
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and we\'ll retouch it in Photoshop
before posting it on social media.
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After the course,
you\'ll have a complete model
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with realistic textures
to use in video games.
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For this course,
you should have a basic knowledge
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of hard surface or poly modeling.
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Plus, familiarity with
3ds Max would be very helpful,
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00:02:36,040 --> 00:02:39,840
however, if you know a different one,
you can follow the course\'s content.
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00:02:40,240 --> 00:02:43,600
You\'ll need a computer with 3ds Max
or similar for modeling
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00:02:43,600 --> 00:02:47,120
and Photoshop CS6 or higher
for final retouches on the object.
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00:02:48,000 --> 00:02:49,320
Create assets from scratch
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and do modeling projects
on a professional level.';
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