'ZBrush'


'Character Creation for Video Games'

by Luis Antonio
 



Software Used :



ZBrush and 3ds Max

Introduction :



This set of tutorials should give you an overall idea of the process of character creation. It does not go into technical details of the software that is being used, but should give you ideas and suggestions of different tools and methods in the process.

This is the process I used to make characters during 2009. This means most tools have been updated and ZBrush now has Decimation Master or GoZBrush, while 3ds Max has an improved UVW Unwrap process.


Part 1 :



Using the base template, adapt it so the silhouette matches the concept art:

  • Prepare mesh for ZBrush work (UVgroups/Polygroups)
  • Align mesh to concept art
  • Align head to concept art
  • Tweak head details
  • Tweak eyes and hair position
  • Fix arm angle and overlapping issues
  • Cleanup mesh in Max


Part 2 :



Detail overview of Unwrapping the low-res head:

  • Prepare different groups
  • Tweak jaw
  • Tweak mouth
  • Tweak eyes
  • Cleanup and test Unwrap
  • Prepare UV groups for ZBrush




Cedric_Seaut_Character_Modeling


Part 3 :



Starting with the base template head, sculpt a high res head using the concept as a guideline:

  • Basic shape and overall layout for the main shapes
  • Working on details
  • Creating hair
  • Review head




Page 1

Related Tutorials


If you liked reading this tutorial, you may also be interested in the following.

"Creating a Weighted Companion using 3ds Max" by Travis Williams
An in-depth tutorial about how to create the Weighted Companion cube featured in Valve’s game Portal using
Autodesk 3D Studio Max.



"3ds Max Environment Modeling" by Sascha Henrichs
In this tutorial you will learn how to set up a modeling rig on a sphere object, in order to make it look like a stone.
This technique delivers a very believable result and is absolutely non-destructive. Once set up, you can easily
modify the results by changing the mapping offsets in the first "cellular" displacement map.


Your rating:  
  Rating: 4.75, Votes: 8 
Pables (Forums) on Wed, 27 October 2010 12:53pm

Wow, looks promising. I'm gonna watch it.I can't find the author's website or portfolio, would you mind to post it here?
Jo-3DT (Forums) on Thu, 28 October 2010 10:58am

Here you go:
url insertedEnjoy :)
Pables (Forums) on Thu, 28 October 2010 11:59am

Thanks Jo.
Abducted47 on Thu, 04 November 2010 2:15pm

Where can i find the blueprints of this tutorial???
AssassinDUDE on Fri, 08 April 2011 10:03am

wow. very helpfull I learned a lot thank you ;-) but how does the texture update in photoshop and max ? or is it just to fast so you can“t see that you defining the new dif ?
Skicher on Sun, 07 August 2011 5:38am

A bit late but, to answer the guy above. If you assign a texture to a mesh and the open that texture on photoshop or similar, if you don't change the name or move the file to another location. The texture auto-updates everytime you save in photoshop.

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