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Digital - Tutors Creating Game Characters with ZBrush and TopoGun

Digital - Tutors Creating Game Characters with ZBrush and TopoGun
English | 2 hrs. 53 min. | Video: VP6 (.flv) 1280x720 | Audio: MP3 44.1KHz mono | 1.34 GB

In this course we%27re going to use ZBrush and TopoGun to convert a very high resolution female hero character into a lower resolution game-type model.
Sculpting applications like ZBrush are great for creating extremely detailed models, complete with surface texture and color. But to be able to rig, animate, or integrate these models into a game engine, we first have to convert the model to a much lower resolution. TopoGun is a great tool for taking our detailed meshes and allowing us to very intuitively redraw this new topology. In addition, it will allow us to project all of the mesh%27s detail onto maps. In this way we can use a lower resolution version of the model, while it still appears very detailed. We will start by preparing and exporting our dense meshes from ZBrush and then bring those into TopoGun as references. We%27ll use several tools in TopoGun to literally draw new base geometry right onto the high resolution meshes. We%27ll look at several of the tools available and how we can manipulate and change topology once it%27s been created. Once the topology is done, we%27ll create UVs for the new pieces and then generate maps for the detail and color information. Once we%27re done you%27ll have created your own game-type character from a very dense sculpt and you%27ll have the knowledge you need to repeat the process on your own creations.
Lesson Outline (21 lessons)

1. Introduction and project overview 1 min. 22 sec.


2. Preparing the sculpted boots 8 min. 23 sec.


3. Preparing the sculpted pants 6 min. 38 sec.


4. Preparing the sculpted arms 10 min. 2 sec.


5. Preparing the sculpted body 6 min. 34 sec.


6. Preparing the large belt 5 min. 32 sec.


7. Preparing the hair 5 min. 59 sec.


8. Creating new topology for the boots 11 min. 38 sec.


9. Creating new topology for the pants 10 min.


10. Creating new topology for the left arm 10 min. 55 sec.


11. Reusing geometry in creating topology for the right arm 4 min. 48 sec.


12. Creating new topology for the body 9 min. 18 sec.


13. Finishing the body topology 12 min. 48 sec.


14. Creating new topology for the belt 6 min. 45 sec.


15. Creating UVs for the arms 9 min. 56 sec.


16. Creating UVs for the body 10 min. 47 sec.


17. Finishing the UV layout 7 min. 27 sec.


18. Generating maps for the boots and legs 7 min. 37 sec.


19. Generating maps for the body and arms 5 min. 33 sec.


20. Assembling geometry and setting up materials 9 min. 32 sec.


21. Adding finishing touches to the model 12 min. 2 sec.

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