Creating Game Characters with 3ds Max and ZBrush
Pluralsight
Course Summary
In this tutorial, we will use 3ds Max to create a game-type, low-resolution character from a highly detailed model. Software required: 3ds Max 2011 and higher, ZBrush 4.
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Course Description
In this tutorial we will use 3ds Max to create a game-type, low-resolution character from a highly detailed model. Creating appealing characters is a lot of fun when using powerful sculpting applications like Zbrush or Mudbox in conjunction with 3ds Max. We are able to create models with a very high level of detail in our sculpting applications. But getting those characters into a lower-resolution state suitable for rigging and animation can be a little more challenging. In this tutorial, we will go through the process of using 3ds Max and Zbrush to convert a high-resolution, sculpted and painted character into a low-resolution, game-type mesh that can be rigged and animated. We will start by using Decimation Master to reduce the resolution of our model drastically while retaining much of the visual detail. Once we are in 3ds Max, we will build low-resolution geometry around these detailed meshes so we can capture the important shapes of the character. We will create UV layouts for the low-resolution pieces and finally extract the color and sculpted detail from our high-resolution pieces onto the new mesh. In the end, we will have taken a model of 20 million polygons down to approximately 8,000 triangles. Once you are done, you will be able to use the workflow to transfer and convert your own high-resolution characters into a more usable state. Software required: 3ds Max 2011 and higher, ZBrush 4.
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Course Syllabus
Introduction and Project Overview- 1m 21s
—Introduction and Project Overview 1m 21sCreating Game Characters with 3ds Max and ZBrush- 4h 9m
—Splitting up the Character's Body 8m 29s
—Preparing and Exporting the Body 11m 41s
—Preparing and Exporting the Clothing 8m 21s
—Preparing and Exporting the Eyes 3m 48s
—Transferring High-resolution Pieces to 3ds Max 5m 10s
—Building the Low-resolution Legs 12m 18s
—Adding the Belt and Buckle 12m 29s
—Finishing the Low-resolution Pants 8m 47s
—Creating a UV Layout for the Pants and Boots 12m 36s
—Modifying the Eyes 4m 0s
—Beginning on the Character's Head 11m 54s
—Working on the Mustache 6m 0s
—Finishing the Head 10m 18s
—Modifying the Arms 10m 46s
—Finishing the Hands 11m 27s
—Creating a UV Layout for the Body 9m 27s
—Beginning the Character's Torso 10m 21s
—Finishing the Main Vest Shape 7m 25s
—Adding the Vest Collar 8m 53s
—Adding Details to the Torso 8m 44s
—Creating a UV Layout for the Torso 11m 39s
—Creating Color and Normal Maps for the Body 13m 53s
—Creating Color and Normal Maps for the Legs 13m 17s
—Creating Color and Normal Maps for the Torso 11m 6s
—Creating Specular Maps 16m 26s