Hi all.
Just to clarify, I have used the polycount search and have used google.
I'm after a good tutorial on the Max - Zbrush workflow for next gen characters. Basically what is offered for Maya in this dvd by the gnomon workshop,
http://www.thegnomonworkshop.com/store/product/523/Character-Modeling-for-Next-Gen-Games. However, will purchasing this dvd be good enough, and the methods will be just the same? I've been doing environments for some time, but am looking into doing characters as a hobby.
Thanks in advance.
Replies
http://wiki.polycount.com/Digital%20Sculpting
this one uses max and zbrush. not a ``first time character modeling`` tutorial if you know what I mean though. Great none the less
Happy hunting
For example, one way would be ;
Base Mesh in Max>Sculpt HiPoly + Export OBJ > Retopologise in Topogun / Max / ZBrush > Bake normals from Hi to Lo using Max / ZBrush / Xnormal etc etc
Another (not so great) way would be ;
Low Poly modelled + UV'd in Max > Sculpt HiPoly in ZBrush > Bake Normals onto lowest SubD in ZBrush.
Digital Tutors has a great series of training on the entire 'Next-Gen Character' workflow which covers base mesh modelling, UV'ing, Sculpting, Polypainting inside of ZBrush and baking out the maps in ZBrush.
It also goes on to cover rigging/animation if you wanted to take it that far. It's all very beginner friendly too and not an overview as the Gnomon DVD's sometimes are.
It's done in Maya and ZBrush but if you know your way around Max then there's no Maya specific tools you'd need to follow along. It does reuse the original base mesh as the final low poly which isn't always a recommended workflow but the tutor does explain the downsides of doing it that way, like having to maintain a similar silhouette in your sculpt to the original model.
The first kit is here:
http://www.digitaltutors.com/09/training.php?cid=5&pid=3451
DT also has an awesome range of training and even a months subscription would be well worth it.