Creating a Character for Games,This comprehensive workshop covers the entire process of sculpting a 3D game character from scratch using industry-trusted techniques. Omid Moradi, a lead character and creature artist/sculptor, presents his tried-and-tested workflow for crafting AAA game characters using industry-standard software, ZBrush, Maya and Marvelous Designer. This 4.5-hour workshop is designed for mid-level and senior character artists who are already familiar with 3D character creation but want to deepen their understanding and elevate their skills.
Omid discusses why paying close attention to each step of the game character creation pipeline is essential. He demonstrates how to sculpt the face and body of a character from scratch, rather than relying on preexisting assets, and shows how to efficiently block out a character while being mindful of the forthcoming steps. The creation process of various materials, including fabric, leather and metal, is also covered. Omid also offers professional insights into anticipating potential issues and preventing them from occurring while following industry practices.
By completing this workshop, artists will have a deep understanding of how to break down complex designs into smaller, manageable parts and prioritize each step of the pipeline to create any intricate design in 3D successfully. The techniques learned will be helpful for artists to turn to time and again. Following on from Creating a Character for Games: Vol. 1, this second volume walks through the entire process of transforming the final ZBrush sculpt into a fully textured, game-ready character using ZBrush, Maya, Substance Painter, Marmoset Toolbag, and Photoshop. Created for mid-level and senior character artists with prior experience in 3D character creation, this 8-hour workshop aims to advance artists’ expertise and refine their overall approach.
With an emphasis on the importance of carefully executed steps of the character pipeline, Omid demonstrates how to retopologize a ZBrush sculpt to create a game-resolution version. He details how to unwrap UVs, bake maps, texture the model, and render it for the final presentation. Omid covers in detail how to texture various materials and set up shaders to render characters effectively. Additionally, he explores techniques that will help artists anticipate and prevent common issues using industry-standard practices.
By completing this workshop, artists will have insights into breaking down complex sculpts into manageable components for efficient retopology while maintaining high-quality standards.
Assets utilized by Omid in this workshop include 3D Scanstore’s Animation Ready Body Scan (Male 02) for the hands and feet and Texturing XYZ’s Tsoy Face 58 for the face.
Be sure to watch Creating a Character for Games: Vol. 1 by Omid Moradi to get started with your game-character creation journey.
Software Used:Maya、Marvelous Designer、ZBrush、Substance Painter、Marmoset Toolbag
课程时长共:12小时40分钟 1920X1080 mp4 语言:英语+中英文字幕(云桥网络 Ai翻译)
课程目录:
00. Preview
01. Reviewing the 2D Concept
02. Sculpting the Body & Face using ZBrush
03. Blocking out the Costume: Part 1
04. Blocking out the Costume: Part 2
05. Adding Skin Detail to the Body & Face Using 3D Scans
06. Preparing Clean Base Meshes for the Final Sculpt
07. Sculpting Fabrics & Folds
08. Sculpting Leather Pieces of the Costume
09. Making Different Types of Stitches
10. Adding Different Types of Chains & Jewelry
11. Adding Details to Metal Decorations
12. Finalizing the Character with Extra Details
01. Decimation
02. Maya Retopology Tools
03. Retopologizing The Shirt & Jacket
04. Retopologizing The Shoulder Pad
05. Retopologizing The Wraparound
06. Retopologizing The Skirt
07. Retopologizing The Legs
08. Retopologizing The Hands
09. Retopologizing The Head
10. Retopologizing The Accessories
11. Retopologizing The Scarf
12. Retopologizing The Turban
13. Maya Uv Unwrapping Tools
14. Baking Preparation
15. Baking Maps In Substance Painter
16. Texture Blockout
17. Making Chains, Coins & Tassels
18. Final Texturing – Part 1
19. Final Texturing – Part 2
20. Final Rendering
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