Next Gen Character - modo (Download Only)
Next Gen Character - modo (Download Only)
This Next Gen Character eBook tutorial provides a comprehensive guide through the process of creating a 3D character intended for use within a next gen console environment. The eBook covers all of the key stages of the 3D pipeline from sculpting the initial mesh in ZBrush and optimizing it in the principal 3D packages, through to texturing and applying next gen shaders.
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This Next Gen Character eBook tutorial provides a comprehensive guide through the process of creating a 3D character intended for use within a next gen console environment. As such, the design of the model will be tailored towards the eventual aim of functioning within a game engine and viewed in real-time. The eBook covers all of the key stages of the 3D pipeline from sculpting the initial mesh in ZBrush and optimizing it in the principal 3D packages, through to texturing and applying next gen shaders. The ZBrush sections of this eBook will address the methods of sculpting both a low-poly mesh, as well as a highly detailed version used to generate a normal map, and accompany the remaining software specific chapters that will detail topics that cover mapping, materials, lighting and rendering.
Product detailsAuthor : 3DTotal.com Ltd
Original creature concept : Richard Tilbury
Tutorial by : John Hayes (modo) Joseph Hartford (ZBrush)
Platform : modo and ZBrush
Format : DOWNLOAD ONLY PDF
Size : 513 MB
Pages : 121
Contents and contributors
CONTENTS
Chapter 1 - Low Poly Modeling
This chapter is divided into two categories, the first of which focuses on using ZBrush to create a low-poly sculpt from ZSpheres to approximate the proportions of the creature concept. The second section takes and imports this mesh into the appropriate software and explains the principles and importance of optimization.
Chapter 2 - High Poly Modeling - Part 1
This chapter is ZBrush-specific and covers the methods used to sculpt a detailed and high-poly mesh from the low-poly version. The value of subdivision alongside the key tools and brushes used in the process forms is explored in this chapter. It begins by importing the optimized mesh back into ZBrush in readiness for a methodical approach to refining each of the limbs and body parts.
Chapter 3 - High Poly Modeling - Part 2
This chapter is ZBrush-specific and covers the methods used to sculpt a detailed and high-poly mesh from the low-poly version. The value of subdivision alongside the key tools and brushes used in the process forms is explored in this chapter. It begins by importing the optimized mesh back into ZBrush in readiness for a methodical approach to refining each of the limbs and body parts.
Chapter 4 - Mapping/Unwrapping
Chapter 4 focuses on a vital part of the pipeline in readiness for the texturing phase, namely the mapping and unwrapping. It provides an insight into various approaches to mapping and shows how to go about exporting a wireframe template to be used as a guide in preparation for the next chapter.
Chapter 5 - Texturing
This chapter deals with the texturing part of the tutorial and looks at how to generate normal maps, baking out lighting effects, and the techniques of painting in Photoshop using the aid of photographic reference. Seamlessly blending in photo references with hand painted techniques are a feature, as well as a section on painting eyes.
Chapter 6 - Materials, lighting and rendering
The final installment in this series discusses setting up a light rig, creating a shader for our character and shows how to apply the numerous textures made in the previous chapter. The notion of creating body hair through the use of alpha maps will complete the character, before concluding with some additional accessories in the form of shackles, a chain and a wooden club.
Important :
All additional material (low-poly base mesh, textures and movie files) can be found in the resource folder that accompanies this eBook.
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