11. Low Poly - Smoothing Groups Smoothing groups are used to describe the different surfaces on a mesh. It can help you define where an area is smooth, and where there is a hard edge. Maya and 3ds Max handle this process differently, but you will achieve the same result. In Maya you can smooth the normals of an object,…
18. Baking: Lightmaps There are a few different types of lightmap you can utilise and each has its own uses. The most common one is a Point Light Map which involves placing lights within a scene and rendering a lightmap from your low-poly. This can be done in 3ds Max by setting up some omni lights in your scene, spacing…
4. Pre-Production - Concepting the Character After mulling over some ideas from the research stage, it was time to work out my design. I didnt want this to be a carbon copy of an existing Aribeth, I wanted to make something a little different - more to my taste. I went over my research board and look at which parts of the…
24. Texturing: Specular, Gloss, Emissive, Alpha I dont want to go into too much detail here as there are many in-depth articles covering this topic, but I do want to go over the basics to help out the newer artists. Specular maps are used to control the specular intensity of reflections on a material; the higher the…
27. Posing: Different Approaches There are a few different approaches you should consider for posing your model. I will briefly discuss a few of these so you can decide which method best suits your needs. A popular method is to take your low-poly model straight into ZBrush and pose it using the transpose tools and masking.…
9. Highpoly Sculpting - Tips and Tricks [FONT="]The first one I would like to mention is creating a damage pass using Morph Targets. This was a process shown to me by [/FONT][FONT="]metalliandy and it is rather awesome! It involves creating a morph target and a series of layers. In each of these layers you will…
2. Pre-Production - Back To Basics If you want to be a character artist, you need to learn and practice anatomy. Pull out your sketchbook or tablet and start drawing. If you are not sure where to start, there are plenty of resources available to you. Polycount has a lot of threads on the subject, and CGTalk has a dedicated…
@Skillmister: Thanks Chris! @Torch: Thanks a lot!! @PyrZern: Thankyou, I'm glad you liked it! @Teessider: Thanks Andy! Going to be working on the Art Jam stuff for a bit, but I'm sure there will be another character in the works soon enough! @sheckee: Thanks, that's really nice to hear! And yeah that would be awesome if…