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Create a Game Character: Jouster - part 2

By Adam Fisher
Web: Open Site
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Date Added: 13th August 2013
Software used:
Photoshop, Maya, ZBrush, Misc
1764_tid_jouster02.jpg

This exclusive, free tutorial series will explore game character creation workflow. I will cover my entire process of taking a concept through to the final game asset.

You can see how the concept was designed by Marc Brunet on LayerPaint in his two-part tutorial.

The tutorials are intended for intermediate users with some knowledge of the software being used, plus a base understanding of character art workflow.

During this tutorial series I will cover:

1. Blocking in the proportions
2. Sculpting the face
3. Sculpting the armor
4. Creating the armor meshes
5. Finalizing the details
6. Creating the low poly model
7. UV unwrapping and texture baking
8. Texturing the armor
9. Texturing the face
10. Model presentation in Marmoset

I hope you'll find this series of helpful in some way and if you have any questions feel free to contact me. Let's get started!

Sculpt the face


Step 1: Separate the head and body

In this section of the tutorial we'll cover sculpting the face. To begin, we'll need to split the head and body into separate SubTools. The reason for this is to allow us to subdivide the head independently from the body and later sculpt the body/underlying body suit separately.

Move to the highest subdivision of the body and select Geometry > Del Lower to delete the lower subdivision levels. Using the Selection Lasso tool, select and hide the head and neck, then select SubTool > Split > Split Hidden. This will split the head and body into separate SubTools.

1764_tid_02-01.jpg


next page >

 
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