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Digital-Tutors : Creating Game Characters with Maya 2011 and ZBrush 4
Digital-Tutors : Creating Game Characters with Maya 2011 and ZBrush 4
In this course we will use Maya to create a game-type, low-resolution character from a highly detailed ZBrush model.
In this course, we'll go through the process of using Maya and Zbrush to convert a high resolution, sculpted and painted character into a low resolution game-type mesh that can be rigged and animated. We'll start by using Decimation Master to reduce the resolution of our model drastically while retaining much of the visual detail. Once we're in Maya, we'll build low resolution geometry around these detailed meshes to capture the important shapes of the character. We'll create uv layouts for the low resolution pieces and finally extract the color and sculpted detail from our high resolution pieces onto the new mesh. In the end we'll have taken a model of 20 million polygons down to a very useable 8-10k. Once you're done, you'll be able to use the workflow to transfer and convert your own high resolution characters into a more useable state.
Lesson Outline (27 lessons) 1. Introduction and project overview 2. Splitting up the character's body 3. Preparing and exporting the body 4. Preparing and exporting the clothing 5. Preparing and exporting the eyes 6. Transferring high resolution pieces to Maya 7. Building the low resolution pants 8. Adding the belt and buckle 9. Finishing the low resolution pants 10. Creating a UV layout for the pants and boots 11. Starting the low resolution head 12. Working on the ears 13. Finishing the head geometry 14. Rebuilding the hands 15. Finishing the hands and arms 16. Creating a UV layout for the body 17. Beginning the low resolution torso 18. Finishing the vest shape 19. Completing the main vest geometry 20. Adding the vest details 21. Reducing the resolution 22. Creating a UV layout for the torso 23. Baking out maps for the body 24. Baking out maps for the pants 25. Baking out maps for the torso 26. Fixing texture issues in Photoshop 27. Creating specular maps