Hello,
Not sure if this is the right place to post it, but I've finally uploaded some video tutorials on Character Creation for videogames.
Its more of a overall overview of the process but its geared towards production.
It was made over a year ago so some tools have been updated (mostly Zbrush) but the principles should still apply.
It covers everything a Character Artist should be able to do, from receiving the original concept to delivering a final model approved by the art director.
I've learned a lot more since then and can see some flaws on some parts but it should be helpful for people who are just starting.
Let me know what you guys think and if it helps the community!
http://artofluis.com/2010/08/25/character-creation-for-videogames/
Replies
PART 1
Using the base template, adapt it so the silhouete matches the concept art
Prepare mesh for Zbrush work (UVgroups/Polygroups)
- Align mesh to concept art
- Align head to concept art
- Tweak head details
- Tweak eyes and hair position
- Fix arm angle and overlapping issues
- Cleanup mesh in Max
PART 2
Detail overview of Unwrapping the low-res Head
Prepare different groups
PART 3
Starting with the base template head we sculpt a High res head using the concept as guideline.
PART 4
Creation of the High res body following the concept and then the low res version to use ingame.
PART 5
Preparing model to be textured in Photoshop. Includes importing all the low and high res parts into Max, Unwrap them and create Normal and Ambient Occlusion maps.
PART 6
Final step of the model creation. Texture work in Photoshop and any aditional tweaks to the low poly geometry to support the textures.
PART 7
Review of the model and any changes that were made in the end. Overview of aditional texture and geometry tweaks and what could be improved.
Also there is a tutorial sticky, you should post this there as well.
nice tut, cheers!
http://www.polycount.com/forum/showthread.php?p=1187746#post1187746