Professional Series: Creating Character Variation with Texture Maps
Pluralsight
Course Summary
In this course, we will discuss workflows involved in creating swappable maps to define different characters using identical geometry. Software required: Maya 2012, ZBrush 4R3, TopoGun.
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Course Description
In this course, we will discuss workflows involved in creating swappable maps to define different characters using identical geometry. In many cases, games for instance, you may have some basic characters that are used for background. In the case of a sports game, you may have cheering fans in the crowd. While the animation, and thus the base geometry, can remain the same, the characters need to look different based on the teams, locations, etc... In this course, we'll learn to create multiple characters and then bake maps based on identical geometry to swap out the different characters on a previously animated mesh. Software required: Maya 2012, ZBrush 4R3, TopoGun.
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Course Syllabus
Introduction and Project Overview- 1m 9s
—Introduction and Project Overview 1m 9sProfessional Series: Creating Character Variation with Texture Maps- 1h 28m
—Setting the Stage 3m 2s
—Beginning the Character Sculpts 9m 18s
—Creating Facial Variation 7m 28s
—Sculpting the Hair 9m 10s
—Kit Bashing the First Character 6m 23s
—Using Shadowbox to Detail the Jersey 8m 44s
—Repurposing Geometry 10m 54s
—Painting the Characters 13m 46s
—Baking Maps in Topogun 7m 2s
—Creating Specular Maps 5m 38s
—Setting up Materials 6m 55s