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Digital Tutors - Creating Game Weapons in Maya and ZBrush
Digital Tutors - Creating Game Weapons in Maya and ZBrush English
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In this course we will use a Maya to ZBrush workflow to build and
texture a detailed battle hammer.
When working with digital
assets, the ability of your computer to manipulate those assets is
limited, especially when dealing with very high resolution meshes. For
this reason, we use things like normal maps to simulate the high
resolution detail in a way that we can more easily use. In this course,
we'll use a weathered battle hammer as an example to illustrate some of
the ways you can use Maya and ZBrush together to build and sculpt high
resolution props and set pieces and create useable assets. After
building the base geometry and laying out UVs in Maya, we'll go through
the process of sculpting and texturing the hammer in ZBrush. We'll
finish up by applying all of that detail back in Maya to create a high
quality, useable prop. Lesson Outline (12 lessons)
1.
Introduction and Project Overview 2. Building the base mesh 3.
Creating a uv layout 4. Transferring geometry to ZBrush 5.
Sculpting the hammer head 6. Painting the hammer head 7. Deforming
the handle geometry with textures 8. Converting textures to polygon
colors 9. Outputting normal maps from ZBrush 10. Moving assets
from ZBrush to Maya 11. Transferring color and normal maps in Maya 12.
Creating custom specular maps