Keep up-to-date with Free tutorials!!

 

Sign up to our twice-monthly newsletter today for the latest tutorials, interviews and product information.

Sign me up to receive third-party emails from 3dtotal's partners, too!

- Latest news
- Exclusive Shop Offers
- Preview early content
- Plus much more

 

Not Ready to take that step? OK, Why not just Subscribe to the RSS Feed

 
submit tutorial
1 | 2
Create a Game Character: Jouster - part 9

By Adam Fisher
Web: Open Site
| Your Rating:
rating star fullrating star fullrating star fullrating star fullrating star none
(3 Votes)
| 25005 Views
| 0 Comments
| Comments 0
Date Added: 13th August 2013
Software used:
Photoshop, Maya, ZBrush, Misc
1771_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.

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!

Texture the face

Step 1: Texturing in ZBrush

We'll begin the face texturing process by PolyPainting in ZBrush on our high poly model. I like to start with some photo reference as a base and paint on top over that. 3D.sk is a great resource for human reference and textures!

When using any photos for texturing, try to remove any of the harsh lighting information. In ZBrush, import the photo reference (Texture > Import) and click the Add to Spotlight button. Use Spotlight to align the photo reference with the model and begin painting the texture information onto the model with a Standard brush and RGB turned On (and ZAdd/ZSub turned off). Work your way around the model to block in some rough texture to begin with.

Next, turn off Spotlight and change the Standard brushstroke type to Spray and the Alpha to Alpha 07, or a custom skin pores brush. With the RGB Intensity very low begin to layer on and even put some of the skin tones from the texture reference.

Press C to quickly color pick and try to add some subtle skin variation. We'll be finalizing the skin texture in Photoshop, but this will work as a good base to start with!

1771_tid_09-01.jpg

Step 2: Baking PolyPaint

To bake the PolyPaint information is fairly simple: export the head OBJ from ZBrush and load it in the high definition meshes tab in xNormal. Scroll across and uncheck 'Ignore per-vertex-color'.

Load the low poly mesh and set the Ray distance from the previous bakes. In the baking options, check 'Bake highpoly's vertex colors' and hit Generate Maps.

1771_tid_09-02.jpg



next page >

 
1 | 2
Related Tutorials

Tutorial

Gallery Image.



Keywords: MODO, ZBrush, KeyShot, Character, Movie, Project

Go to tutorial
rating star fullrating star fullrating star fullrating star fullrating star none (4)
Comments 0 Views 2149

Tutorial

Gallery Image.



Keywords: 3dsmax, poly modeling, character

Go to galleries 1
rating star fullrating star fullrating star fullrating star fullrating star half
Comments 0 Views 3572

Tutorial

Gallery Image.



Keywords: gesture, sculpting, character, human,

Go to galleries 1
rating star fullrating star fullrating star fullrating star halfrating star none
Comments 0 Views 22293

Tutorial

Gallery Image.



Keywords: Tutorial, Making of, Female, Character, Model, ZBrush, Maya, MARI, Photoshop, V-Ray

Go to galleries 1
rating star fullrating star fullrating star fullrating star fullrating star half
Comments 1 Views 59960
Readers Comments (Newest on Top)
no comments!
No comments yet. Be the first to comment!
Add Your Comment