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Create a Game Character: Jouster - part 5

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!

Sculpt in the details

Free Resources

You can download free resources to accompany this chapter: click to download Adam Fisher's custom brush.

Step 1: Panel Loops - part 1

In this chapter of the series we'll be covering sculpting the armor details and finalising the high-poly sculpt.

The majority of the armor panels were created using the Panel Loops feature in ZBrush. Panel Loops work by creating separate panels based on predefined PolyGroups. The process was fairly similar for the creation of all the panels, so I'll be using a couple of examples. The first is the shoulder armor.

Once the SubTool has been subdivided (Ctrl + D) several times, move to the highest subdivision and delete lower (Geometry > Del Lower). Next we'll need to define where we want to create the panel loops. You can do this by masking a shape and then pressing Ctrl + W (PolyGroups > Group Masked And Clear Mask) to create a PolyGroup out of the mask.

Alternatively, you can use the Slice brushes, which will slice up the mesh into PolyGroups based on the Slice Curves drawn over the mesh. You can access the Slice brushes by holding Ctrl + Shift and clicking on the brushes/selection icon. Select the SliceCurve and create slices across the mesh where you need to create Panels. You can see the PolyGroups by pressing the PolyFrame icon or Shift + F.

With the PolyGroups defined, under Geometry > Edge Loops you will find the Panel Loops settings. Turn off Double and set the Elevation to -100. Adjust the Thickness, Polish, Bevel amount and Bevel Profile to meet your needs.

To create the Panel Loops, click the Panel Loops button. Once the Panel Loops have been created, use the Polish by Crisp Edges, Polish by Groups and/or Polish by Features found under the Deformation tab to clean up and soften the Panel Loop edges.


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