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Create a Game Character: Jouster - part 10

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

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.

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!

Posing and presentation

Step 1: Rigging

In this chapter we'll be covering setting up a simple rig, posing the character and creating some presentation shots in Marmoset.

There are some automatic rigging scripts/plug-ins available with some nice controls for animation. However, for this character I just create a very simple joint setup for posing the character.

Use Skeleton > Joint Tool to create some joints for the body, taking care to align them correctly with the mesh. Some parts of the mesh, like the lower legs, feet, shoulder and elbow guards can simply be parented to the joints by selecting the mesh, then the joint and going to Edit > Parent (P). For the other meshes, use Skin > Bind > Smooth Bind and adjust the skin weights using the Skin > Edit Smooth Bind > Paint Skin Weights Tool.


Step 2: Posing

Due to the armor for this character, the movement is somewhat restricted, but generally try to have the character in balanced pose. Small adjustments like rotating the shoulders and hips and tilting the head slightly can make the pose seem more natural.

Once the character has been posed, split up the meshes based on the material type; for example the armor, face, eyes, hair and lance (weapon) will need to be split up because they will have separate materials applied to them. Select all of the meshes, go to File > Export Selection and set the file type to OBJ.


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