High-resolution Game Character Creation Pipeline in ZBrush and Maya
Pluralsight
Course Summary
In this series of tutorials, we will learn how to create a realistic character from scratch, covering modeling and texture creation. Software required: Maya 2014, Photoshop CS6, ZBrush 4R6, TopoGun, UVLayout, dDo, Marmoset Toolbag.
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Course Description
In this series of tutorials, we will learn how to create a realistic character from scratch, covering modeling and texture creation. Throughout these lessons, we will go over concept selection, and blocking in of forms using ZBrush 4R6's powerful suite of tools, we will also be jumping into Maya for base mesh creation for some of more complex pieces. I'll discuss different sculpting techniques giving you a good overview on different problem areas such as leather or skin pores. We'll then discuss how to go about texturing and retopologizing the high-resolution models in TopoGun and Photoshop. We'll be using UV layout for the fast and easy UV creation. Normals and and other maps will be generated using TopoGun, XNormal, and a versatile map creation program. Over the course of the tutorial, we will cover general anatomy, as well as introducing a DynaMesh workflow and topology geared towards animation. We will go over utilizing Polypaint to hand paint our base textures, which will later be enhanced in Photoshop and dDo. The tutorial will end with a semi-low resolution character with normal maps and diffuse geared towards a realtime game workflow. Tips learned here can be applied to any realistic or stylized character. Software required: Maya 2014, Photoshop CS6, ZBrush 4R6, TopoGun, UVLayout, dDo, Marmoset Toolbag.
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Course Syllabus
Introduction and Project Overview- 1m 11s
—Introduction and Project Overview 1m 11sHigh-resolution Game Character Creation Pipeline in ZBrush and Maya- 10h 56m
—Collecting References 13m 43s
—Blocking Forms of the Head from a Sphere 14m 7s
—Blocking in Eyes, Brow, Nose, and Cheeks 11m 28s
—Tweaking the Shapes 10m 43s
—Working More on Sculpting the Head 16m 39s
—Starting Wrinkling and Skin Detail 19m 37s
—Adding More Detail to the Upper Lip 17m 56s
—Defining the Face with Detail 24m 23s
—Blocking in the Arms and Hands 16m 47s
—Continuing Blocking in the Arms and Hands 17m 49s
—Detailing the Arms 12m 49s
—Beginning to Block Clothing in ZBrush 16m 30s
—Creating Clothing Forms 17m 5s
—Cloth Detailing on Button Down Shirt 12m 21s
—Combining the Two Shirts 23m 28s
—Pushing the Detail on the T-shirt 21m 6s
—Beginning the Detailing Process on the Pants 9m 50s
—Finishing the Pants Detail 18m 30s
—Base Mesh Creation of the Shoes 12m 9s
—Shoe Sculpting in ZBrush 6m 50s
—Finishing the Shoes 15m 45s
—Defining Button and Cloth Details in Maya 18m 8s
—Applying Button to Cloth and Shoe Details 15m 32s
—Adjusting Shirt and Shoe Detail 12m 45s
—Quick Jewelry Creation for Our Character 10m 36s
—Finalizing Geometry of Our Character 13m 33s
—Getting Our Mesh Ready for Retopology 12m 17s
—Getting into Topogun 17m 43s
—Retopologizing the Face 18m 48s
—Finishing the Retopology of the Face 5m 54s
—Retopologizing the Arms and Hands 18m 22s
—Continuing to Retopologize the Hands and Arms 17m 58s
—Creating the Inside of the Mouth 19m 54s
—Continuing Cleaning up the Model 7m 37s
—Uving the Clothing 23m 14s
—Laying out the UVs in Maya 11m 13s
—Normal Map Generation 9m 18s
—Map Generation and Composition 8m 36s
—Collecting the Needed Maps for Ddo 3m 59s
—Hand Painted Skin Textures in ZBrush 11m 40s
—Continuing to Hand Paint Textures 10m 54s
—Texture Mapping in Topogun 4m 47s
—Texture Mapping in Ddo 12m 30s
—Adding Diffuse, Specular, and Gloss Textures 18m 8s
—Finalizing Textures of Our Image 12m 43s
—Final Presentation of the Render 9m 56s