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Question about workflow + where to get started

I've just started to try to get into creating characters for video games. I just have a question about the beginning part of the workflow.

Alot of people seem to suggest starting with a base mesh created in a program like Maya and then sending that over to ZBrush. Is there any reason why you would make the base mesh rather than just dynameshing the body then retopologizing it?

Also, if any of you fine people know any good courses or workshops where I can go from basically a beginner to around intermediate or higher with the character creation process, please direct me. I'm a bit confused about how to start learning the whole process.

Thanks!

Replies

  • musashidan
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    musashidan high dynamic range
    Starting from  a base mesh is common because a lot of studios will provide a default basemesh to work from in the case of a bipedal character. This also saves on the retopology step. But for learning/practicing purposes I would advise trying out both methods you've described. The more experienced and flexible you can be in a pipeline, the more valuable your skillset. And that's really what it's about, developing an efficient workflow/pipeline and becoming fluent in all the stages. The more you know, the more adaptable you'll be in whatever situation you find yourself in.

    Here's a Gumroad workflow overview tutorial I did recently(shameless plug :) ) It shows one way of creating a character through the full pipeline: from 2d concept to animated in-engine(UE4)
    https://www.youtube.com/watch?v=hdB_ilJ6wT4

  • inversesquare
    Thanks for the information! I'll be sure to check out your gumroad tutorial
  • musashidan
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    musashidan high dynamic range
    Thanks for the support.  Hope you find it useful.
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