Indie Game Development Pipeline Volume 4: Hero Character Modeling and Texturing
Pluralsight
Course Summary
In this series of tutorials, we'll go through the process of modeling and texturing the hero character for our indie game project. Software required: Maya LT 2015, Photoshop CS5, Mudbox 2014.
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Course Description
In this series of tutorials, we'll go through the process of modeling and texturing the hero character for our indie game project. If you started the Indie Game Development Pipeline with Volume 1, you've had a chance to work on your game concept art and begin creating the actual game functionality. In this volume, we'll build the 3D geometry for our hero character, a ghostly knight, using Maya LT. We'll begin by looking at the concept art and then jump into modeling the character's helmet. We'll look at a variety of polygon modeling tools as well as how we can integrate NURBS into our game modeling workflow. Once our geometry is built, we'll spend some time creating a UV layout in preparation for texturing. Then we'll use Photoshop and Mudbox to create a texture for the Ghost Knight. Once you've completed this volume, you can move on to Volume 5, where we'll go through the process of building up the rock monster boss for our game using Maya LT and ZBrush. Then you can continue on with subsequent volumes on rigging, animation, and final game assembly. These tutorials move step-by-step and use our particular concepts, but we really encourage you to have some fun and make it your own. Software required: Maya LT 2015, Photoshop CS5, Mudbox 2014.
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Course Syllabus
Introduction and Project Overview- 1m 13s
—Introduction and Project Overview 1m 13sIndie Game Development Pipeline Volume 4: Hero Character Modeling and Texturing- 3h 46m
—Looking at Reference Art 6m 31s
—Starting the Helmet 8m 1s
—Finishing the Helmet Base 5m 9s
—Starting the Visor with Curves 7m 22s
—Finishing the Visor 6m 14s
—Building the Visor Pivots 4m 55s
—Modeling the Base for the Plume 6m 18s
—Modeling the Plume 6m 29s
—Deforming and Connecting the Plume 3m 32s
—Building the Tunic 6m 22s
—Adding the Arm and Neck Openings 4m 46s
—Modeling the Belt and Buckle 4m 0s
—Finishing the Tunic 3m 27s
—Creating the Gauntlets 7m 34s
—Finishing the Gauntlets 6m 31s
—Creating the Boots 6m 22s
—Finishing the Boots 6m 9s
—Modeling the Sword 7m 39s
—Starting the UV Layout 10m 3s
—Finishing the Helmet UVs 8m 30s
—Creating the Body UVs 7m 23s
—Creating UVs for the Hands and Feet 8m 53s
—Arranging the UV Layout 10m 56s
—Creating a Texture Map in Photoshop 6m 47s
—Adding a Plume Texture from Our Concept Art 7m 22s
—Texturing the Tunic 10m 33s
—Detailing in Mudbox 6m 13s
—Painting the Armor Plates 6m 54s
—Adding Rust and Dirt 9m 36s
—Adding Folds to the Tunic 5m 10s
—Creating Specular Maps 8m 1s
—Exporting Maps 6m 33s
—Assembly in Maya LT 6m 23s