This set of tutorials should give you a overall idea of the process of character creation as well some advises how be the best online betting player following the advises from https://www.widgetbox.com/best-no-deposit-codes-for-3-popular-slot-games/.
It does not go into technical details of the sofware 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 max has an improved UVWUnwrap process.
CHARACTER CREATION FOR VIDEOGAMES – TUTORIAL
PS. The original tutorial was in this post, but due to the amount of traffic and feedback I got I made a specific page for it. Please use the link above to head for the tutorial
Wow man. this is a very good tutorial. I have been running around Youtube for a while trying to find tutorials. None this complete. Big thanks for this!
Thanks so much for this Luis! I just watched all of these in one sitting and am totally blown away by seeing your whole process in one logical flow. I had to drop a comment to tell you how much I enjoyed and learned from your effort. Keep up the wonderful work, I’m sure that I will come back to these videos often for guidance and inspiration!
thanks
thanks a lot bro….been thinking of creating characters using zbrush when i saw your post at zbrushcentral…will start ASAP….
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Bookmarked.
Huge Thanks for that Massive Help!!!!
Awesome !!!! the tutorials are very helpful thanks for sharing enjoyed a lot
These are really nicely done and a wonderful humanitarian service to the community. However, I think I could learn more with the basic mesh you started with in the beginning. Is there any way that can be provided?
Thanks for this awesome tutorial, I really learned a whole lot. On the part where your doing the wrinkles and folds on the shirt, what brush is that? Is that one you created, cause it seems to have a nice falloff to it.
Thank you all for the positive comments!
I made the wrinkles using the default Square Clay brush. I think the falloff comes from the pressure sensitivity and the level of subdivisions.
As for the base mesh, I’m sorry but I cannot provide it, I made this tutorial professionally so the base mesh no longer “belongs” to me. Its a very good exercise to try and make one, or you can also do it the other way around with Zbrush. From a box or sphere start modelling your character to have an idea of how you want it to look. Once that is done you can retopologize it (in max with graphite tools or Zbrush own topology tools) and make your “base” mesh.
Unless you are working on a game that has a lot of customization you don’t really need a base mesh, you could skip that step and go straight to the high res mesh and later on, during the “making the low res mesh” chapter make your low resolution character, it ends up being the same. Aligning a model to a reference sheet can be done with a low or mid res, doesn’t really matter.
Luis
When your unwrapping the shirt, you say that after your satisfied with the result you apply a symmetry modifer, how do you do that while still in the unwrap window? When I try that it makes a double of everything. I see that when you did that, it was only applied to the shirt part, and not the sleves, which the left and right sleeve are using the same uv space. I hope my question makes sense.
what I did was separate what gets simmetry and what doesn’t. So that when I apply the modifier it only does it to certain parts. But it really doesnt matter. After you apply the symmetry you still have to go back to the UVW and apply symmetry to the shells and stitch them, they will always overlap otherwise.
Hey Luis Antonio, I just love seeing someone from my own contrie doing great in this area, I would like to have a chat with you someday if don’t mind 😀
Great Tutorial BTW.
Cheers from Portugal.
PS: Boa sorte :b