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Tutorial Videos for Character creation

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CastorPT polycounter lvl 9
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/

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  • CastorPT
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    CastorPT polycounter lvl 9
    Here is a breakdown of the content in the Tutorials:

    PART 1
    Using the base template, adapt it so the silhouete matches the concept art
    Prepare mesh for Zbrush work (UVgroups/Polygroups)
    1. Align mesh to concept art
    2. Align head to concept art
    3. Tweak head details
    4. Tweak eyes and hair position
    5. Fix arm angle and overlapping issues
    6. Cleanup mesh in Max
    —–
    PART 2
    Detail overview of Unwrapping the low-res Head
    Prepare different groups
    1. Tweak Jaw
    2. Tweak mouth
    3. Tweak Eyes
    4. Cleanup and test Unwrap
    5. Prepare UV groups for Zbrush

    —–
    PART 3
    Starting with the base template head we sculpt a High res head using the concept as guideline.
    1. Basic shape and overall layout for the main shapes
    2. Working on details
    3. Creating Hair
    4. Review Head

    —–
    PART 4
    Creation of the High res body following the concept and then the low res version to use ingame.
    1. Review of the concept and preparation of the model
    2. Review of basic High res model in Max and changes from the original concept
    3. High res modelling in Zbrush
    4. Retopologize body in Zbrush
    5. Export to max

    —–
    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.
    1. Import Low and High Res Head
    2. Fix geometry, topology and UVW map for Low res Head
    3. Optimize High res Head in Polygoncruncher
    4. Create Normal and AO pass for Head
    5. Unwrap Low poly body
    6. Export High Res body from Zbrush and batch optimize
    7. Create Normal and AO pass for Body
    8. Review mesh in Asset Viewer

    —–
    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.
    1. Create base texture for head
    2. Create base texture for hair
    3. Create base texture for shirt and tie
    4. Create base texture for trousers
    5. Create base texture for shoes
    6. Clean up and review 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.
    1. Geometry changes
    2. Texture changes
    3. Normal map Editing
    4. Conclusion
  • Eric Chadwick
    This looks like a great set, thanks Luis!
  • soulstice
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    soulstice polycounter lvl 17
    Gonna check this out myself when I get some time, thanks!
  • XenoKratios
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    XenoKratios polycounter lvl 15
    I really like this type of style, will be looking into these tutorials, well done sir!

    Also there is a tutorial sticky, you should post this there as well.
  • CastorPT
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    CastorPT polycounter lvl 9
    Where is that sticky? Can't seem to find it
  • [HP]
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    [HP] polycounter lvl 17
    Awesome to see another tuga around here! :)

    nice tut, cheers!
  • XenoKratios
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