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Indie Game Development Pipeline Volume 5: Boss Character Modeling and Texturing

Course Summary

If you started the Indie Game Development Pipeline with Volume 1, you've had a chance to work on your game concept art, begin creating the actual game functionality, and work on the hero model. In this volume, we'll build the geometry for our boss character, a giant cyclops rock-monster using ZBrush and Maya LT. Software required: ZBrush 4R6, Maya LT 2015, Photoshop CS5.


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    Course Syllabus

    Introduction and Project Overview
    - 1m 25s

    —Introduction and Project Overview 1m 25s
    Indie Game Development Pipeline Volume 5: Boss Character Modeling and Texturing
    - 2h 47m

    —Looking at Concept Art 3m 23s
    —Creating a ZSphere Armature 4m 40s
    —Modifying the Base in Maya LT 7m 30s
    —Finishing the Base Mesh 8m 23s
    —Shaping the Mesh 4m 42s
    —Rough Sculpting 10m 24s
    —Creating Our New Base 5m 16s
    —Sculpting Details 6m 38s
    —Detailing the Arms and Legs 5m 26s
    —Adding Rocky Surface Texture 6m 54s
    —Building the Brow Ridge 7m 38s
    —Modeling the Eyelids 7m 59s
    —Adding the Teeth 6m 11s
    —Setting up for Painting 5m 16s
    —Polypainting the Boss 8m 58s
    —Adding Grass to the Brow 8m 16s
    —Painting the Eye 8m 23s
    —Creating a Tree 10m 41s
    —Using UV Master 5m 30s
    —Creating and Editing UVs 7m 39s
    —Arranging the UV Layout 5m 5s
    —Creating and Outputting Maps 6m 9s
    —Editing Texture Maps 4m 12s
    —Assembly in Maya LT 12m 13s


Course Fee:
USD 29

Course Type:

Self-Study

Course Status:

Active

Workload:

1 - 4 hours / week

This course is listed under Digital Media & Games Community

Related Posts:

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