Character Modeling for Next-Gen Games
Modeling and Sculpting with Richard Smith
In this lecture, Richard Smith guides you through modeling a Next-Gen game character. Richard starts with a rough concept design and then creates a low-res base mesh. From there he sculpts each part in software: ZBrush with special attention paid to creating realistic clothing folds. Once each part is completely sculpted Richard retopologizes it inside of software: Maya using a plug-in called Nex. Finally, using XNormal he creates the normal map and then sets everything up in software: Maya. This lecture is intended for artists with a basic understanding of polygon modeling in software: Maya, but the techniques he demonstrates could be applied using other 3D modeling software.
Duration: 193 minutes
Format: SD 1024x768