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Create a Game Character: Jouster - part 7

By Adam Fisher
Web: Open Site
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Date Added: 13th August 2013
Software used:
Photoshop, Maya, ZBrush, Misc
1769_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!

UV Unwrap and texture baking

Step 1: Unwrap the face

Select the faces that make up the front of the character's face and apply a Create UVs > Planar Map from the Z axis. As a result there will be some UV distortion. Open Window > UV Texture Editor and select the face UV shell. Use the Smooth UV tool by clicking and dragging Relax and then the Unfold button until there is little UV distortion.

To save UV space we can mirror the lower half of the neck, as it won't be seen much because of the armor. Delete half of the neck from the chinstrap down. Select the other half and apply a Cylindrical map (Create UVs > Cylindrical Map).

Merge the neck UVs to the face UV shell. Use the Unfold function in the Smooth UV tool again, but keep the front UV edge of the neck straight. Select the neck faces, Mesh > Extract the faces into a separate object and then mirror the geometry. The neck UV shell will now be mirrored and stacked. Combine the neck geometry with the face geometry and merge vertices. You can then merge the UVs of the face and the non-mirrored UVs of the neck.

1769_tid_07-01.jpg

Step 2: Unwrap the torso

Select all the faces of the torso and Planar map from the Z axis. Next go through and select all the edges to define the breaks in the UV shells. With the edges selected, click on the "Separate the UVs along the selected edge" button on the UV Texture Editor shelf.

For each of the shells use the Unfold function in the Smooth UV tool to unfold the UVs and remove the distortion. This may also require some manual UV tweaking.

1769_tid_07-02.jpg



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