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High-resolution Game Character Creation Pipeline in ZBrush and Maya

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Matthew Kean

10:56:53

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  • 01. Introduction and Project Overview.mp4
    01:11
  • 02. Collecting References.mp4
    13:43
  • 03. Blocking Forms of the Head from a Sphere.mp4
    14:07
  • 04. Blocking in Eyes, Brow, Nose, and Cheeks.mp4
    11:28
  • 05. Tweaking the Shapes.mp4
    10:43
  • 06. Working More on Sculpting the Head.mp4
    16:39
  • 07. Starting Wrinkling and Skin Detail.mp4
    19:37
  • 08. Adding More Detail to the Upper Lip.mp4
    17:56
  • 09. Defining the Face with Detail.mp4
    24:23
  • 10. Blocking in the Arms and Hands.mp4
    16:47
  • 11. Continuing Blocking in the Arms and Hands.mp4
    17:49
  • 12. Detailing the Arms.mp4
    12:49
  • 13. Beginning to Block Clothing in ZBrush.mp4
    16:30
  • 14. Creating Clothing Forms.mp4
    17:05
  • 15. Cloth Detailing on Button Down Shirt.mp4
    12:21
  • 16. Combining the Two Shirts.mp4
    23:28
  • 17. Pushing the Detail on the T-shirt.mp4
    21:06
  • 18. Beginning the Detailing Process on the Pants.mp4
    09:50
  • 19. Finishing the Pants Detail.mp4
    18:30
  • 20. Base Mesh Creation of the Shoes.mp4
    12:09
  • 21. Shoe Sculpting in ZBrush.mp4
    06:50
  • 22. Finishing the Shoes.mp4
    15:45
  • 23. Defining Button and Cloth Details in Maya.mp4
    18:08
  • 24. Applying Button to Cloth and Shoe Details.mp4
    15:32
  • 25. Adjusting Shirt and Shoe Detail.mp4
    12:45
  • 26. Quick Jewelry Creation for Our Character.mp4
    10:36
  • 27. Finalizing Geometry of Our Character.mp4
    13:33
  • 28. Getting Our Mesh Ready for Retopology.mp4
    12:17
  • 29. Getting into Topogun.mp4
    17:43
  • 30. Retopologizing the Face.mp4
    18:48
  • 31. Finishing the Retopology of the Face.mp4
    05:54
  • 32. Retopologizing the Arms and Hands.mp4
    18:22
  • 33. Continuing to Retopologize the Hands and Arms.mp4
    17:59
  • 34. Creating the Inside of the Mouth.mp4
    19:55
  • 35. Continuing Cleaning up the Model.mp4
    07:37
  • 36. Uving the Clothing.mp4
    23:14
  • 37. Laying out the UVs in Maya.mp4
    11:13
  • 38. Normal Map Generation.mp4
    09:18
  • 39. Map Generation and Composition.mp4
    08:36
  • 40. Collecting the Needed Maps for Ddo.mp4
    03:59
  • 41. Hand Painted Skin Textures in ZBrush.mp4
    11:40
  • 42. Continuing to Hand Paint Textures.mp4
    10:54
  • 43. Texture Mapping in Topogun.mp4
    04:47
  • 44. Texture Mapping in Ddo.mp4
    12:30
  • 45. Adding Diffuse, Specular, and Gloss Textures.mp4
    18:08
  • 46. Finalizing Textures of Our Image.mp4
    12:43
  • 47. Final Presentation of the Render.mp4
    09:56
  • Description


    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.

    What You'll Learn?


      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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    Focused display
    Matthew Kean
    Matthew Kean
    Instructor's Courses
    Matthew Kean is an inspired character artist, conceptual artist, and digital modeler in the New York City area with several years experience. His skills include 3D software development, conceptualizing and executing 3D concepts for film and games, as well as teaching. His work includes modeling on film titles such as 'The Mortal Instruments: The City of Bones' and a game work for few AAA companies. Matt has also worked on toy designs for companies overseas. His experience stems from a strong educational background where he has been giving classes on 3d sculpting and design theory for a few years. Matthew has a BFA in Illustration and is self taught in 3D. From early on he quickly realized the love of the digital world and set out to make it his new path. Since being published Matt has been awarded numerous awards, including editors choice awards. He currently resides just outside of New York City where he freelances and consults on film and game projects.
    Pluralsight, LLC is an American privately held online education company that offers a variety of video training courses for software developers, IT administrators, and creative professionals through its website. Founded in 2004 by Aaron Skonnard, Keith Brown, Fritz Onion, and Bill Williams, the company has its headquarters in Farmington, Utah. As of July 2018, it uses more than 1,400 subject-matter experts as authors, and offers more than 7,000 courses in its catalog. Since first moving its courses online in 2007, the company has expanded, developing a full enterprise platform, and adding skills assessment modules.
    • language english
    • Training sessions 47
    • duration 10:56:53
    • level advanced
    • Release Date 2023/10/14

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