《Maya和Zbrush创建游戏角色教程》 (Digital Tutors Creating Game Characters with Maya 2011 and ZBrush 4)

学习教程《Maya和Zbrush创建游戏角色教程》 (Digital Tutors Creating Game Characters with Maya 2011 and ZBrush 4)已关闭评论1,167

《Maya和Zbrush创建游戏角色教程》 (Digital Tutors Creating Game Characters with Maya 2011 and ZBrush 4)-图片1

由Digital Tutors公司出品的Digital Tutors Creating Game Characters with Maya 2011 and ZBrush 4 教程,Maya 2011 和Zbrush 4 创建游戏角色教程。
教程所使用的软件:Maya 2011 and higher


《Maya和Zbrush创建游戏角色教程》 (Digital Tutors Creating Game Characters with Maya 2011 and ZBrush 4)-图片2
《Maya和Zbrush创建游戏角色教程》 (Digital Tutors Creating Game Characters with Maya 2011 and ZBrush 4)-图片2
《Maya和Zbrush创建游戏角色教程》 (Digital Tutors Creating Game Characters with Maya 2011 and ZBrush 4)-图片2

In this course we will use Maya to create a game-type, low-resolution character from a highly detailed ZBrush model.
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In this course, we'll go through the process of using Maya and Zbrush to convert a high resolution, sculpted and painted character into a low resolution game-type mesh that can be rigged and animated. We'll start by using Decimation Master to reduce the resolution of our model drastically while retaining much of the visual detail. Once we're in Maya, we'll build low resolution geometry around these detailed meshes to capture the important shapes of the character. We'll create uv layouts for the low resolution pieces and finally extract the color and sculpted detail from our high resolution pieces onto the new mesh. In the end we'll have taken a model of 20 million polygons down to a very useable 8-10k. Once you're done, you'll be able to use the workflow to transfer and convert your own high resolution characters into a more useable state.

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1. Introduction and project overview

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3. Preparing and exporting the body

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5. Preparing and exporting the eyes

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7. Building the low resolution pants

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9. Finishing the low resolution pants

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11. Starting the low resolution head

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13. Finishing the head geometry

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15. Finishing the hands and arms

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17. Beginning the low resolution torso

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19. Completing the main vest geometry

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21. Reducing the resolution

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23. Baking out maps for the body

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25. Baking out maps for the torso

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27. Creating specular maps

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2. Splitting up the character's body

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4. Preparing and exporting the clothing

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6. Transferring high resolution pieces to Maya

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8. Adding the belt and buckle

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10. Creating a UV layout for the pants and boots

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12. Working on the ears

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14. Rebuilding the hands

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16. Creating a UV layout for the body

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18. Finishing the vest shape

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20. Adding the vest details

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22. Creating a UV layout for the torso

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24. Baking out maps for the pants

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26. Fixing texture issues in Photoshop

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