2013
ZBRUSHWORKSHOPS
Raphael Boyon
08:00:00
English
Raphael starts by teaching you how sculpt realistic faces, underlying bone structure in the different types of facial poses. He then discuss sculpting the body, covering proportions, anotomy and anotomical variations the build believability. Next Raphael teaches you how to UV a character, how to translate high resolution detail onto low-resolution meshes, and how to paint textures. Raphael completes his course by explaining the final step an any game character creation pipeline, exploring it to the game engine.
Module 1: Creating a Realistic Face
Gathering Reference
Facial Anatomy
Sculpting Wrinkles and Pores
Types of Pores
Module 2: Creating the Body
Analyzing Anatomical Variations
Understanding Proportion
Sculpting the Body
Module 3: Accessories
ZBrush and 3DS Max Workflow
Modeling the Boots, Jacket, and Other Clothing
Clothing Folds
Sculpting Leather
Module 4: Creating the Game Model
Topology Basics for Games
Retopologizing the Accessories
Understanding Facial Topology
Module 5: UVing Your Model
Introduction to UVs in 3DS Max
UVs for the Accessories
Head UVs
Hand UVs
Module 6: Baking Maps
Introduction to Baking
Baking Normals with xNormal
Baking in ZBrush
Baking in 3ds Max
Module 7: Texturing
Polypainting the Face
Creating a Real-time Skin Shader
Texturing Techniques
Creating Spec Maps
Module 8: In-Game Implementation
http://www.zbrushworkshops.com/zbw-masters-detail/?slug=Introduction-to-Character-Creation-for-Games#
Download File Size:1.87 GB