Creating An MMO Game Character | UArtsy
Creating An MMO Game Character
Instructor:
Chris Bennett

Get 8 Module Course With Chris Bennett & Learn How To Create Fully-Realized MMO Game Characters!

BENEFITS INCLUDE
Lifetime course access
Project based training
Community feedback
Email and phone support

During this 8 module course, Chris Bennett, you will learn a complete game character workflow and create a fully-realized MMO character or creature, beginning with the initial block-out and continuing through texturing, UV-ing, and creating a final render of your game-ready model.

The 5 most important lessons:

  1. How to create a fully realized production ready professional 3D character model from a 2D concept.
  2. Core artistic principals that will boost & aid your content creation.
  3. Technical skills such as ZBrush sculpting methods, hand painted texture processes in 3D-Coat, & efficient game asset creation techniques.
  4. Boost the quality of your art through professional peer reviewed critiques.
  5. Plus time saving production methodologies & more!
Course Outline
Project 1 : Getting Started & Planning Your Asset

Covered Topics:

  • Evaluating & Breaking Down A Concept
  • Recognizing Key Design Elements
  • Translating 2D Concepts Into 3D Space
  • Preparing A Base Mesh For Sculpting

Learn how to effectively evaluate and break down a concept so you can efficiently build it within a production environment.

Follow along with Chris' concept or find your own online, and work on recognizing the key design elements that will aid you in translating the 2D concept into 3D space.

Prepare a quick base mesh for sculpting.

21 Lectures | 1 Assignment
Lecture 1
Project 1 Resources
Lecture 2  01:47
Introduction
Lecture 3  03:13
Choosing a Concept
Lecture 4  04:00
Planning your Concept
Lecture 5  05:59
Shape Language and Material Type
Lecture 6  05:17
Shape Relationship and Line Flow
Lecture 7  06:35
Color, Sculpting Planes, and Feeling
Lecture 8  07:51
Accessories, Symmetry, and Contrast
Lecture 9  06:31
Breaking Down Subtools
Lecture 10  09:52
Q&A Session
Lecture 11  09:04
Technical Limitations Part 1
Lecture 12  06:28
Technical Limitations Part 2
Lecture 13  05:31
Technical Limitations Part 3
Lecture 14  07:12
Base Mesh Discussion
Lecture 15  05:19
Base Mesh in Production
Lecture 16  07:38
Sculpting the Base Mesh Part 1
Lecture 17  08:14
Sculpting the Base Mesh Part 2
Lecture 18  06:42
Sculpting the Base Mesh Part 3
Lecture 19  06:02
Sculpting the Base Mesh Part 4
Lecture 20  04:04
Sculpting the Base Mesh Part 5
Assignment
Assignment #1: Choose a Concept and Create your Base Mesh
Lecture 21
Project 1 Supplemental
Project 2 : Sculpting Theory

Covered Topics:

  • Shape Language
  • Proportion
  • Anatomy
  • Surface Planes
  • Forms & Flow
  • Beginning To Sculpt A Character

Shape language, proportion, anatomy, surface planes, forms and flow will be discussed in relation to how they can assist you in your sculpting. This will serve as solid foundation for you to begin sculpting.

Continue on from the base mesh in ZBrush as you begin sculpting the concept.

19 Lectures | 1 Assignment
Lecture 1  05:30
Introduction
Lecture 2  06:34
Anatomy References
Lecture 3  05:42
Proportions
Lecture 4  07:06
Using a Relaxed Pose
Lecture 5  08:03
Planes and Major Shapes
Lecture 6  05:39
Silhouette
Lecture 7  05:37
Muscle Forms
Lecture 8  07:40
Beginning on the Legs and Rapid Prototyping
Lecture 9  06:03
Working the Feet
Lecture 10  08:06
Establising Planes of the Feet
Lecture 11  06:50
Working the Legs
Lecture 12  06:47
Forming the Planes of the Legs
Lecture 13  09:39
Refining the Legs
Lecture 14  08:50
Working on the Head
Lecture 15  10:00
Forming the Planes of the Head
Lecture 16  07:51
Continuing the Head and Advice on Work flow
Lecture 17  05:47
Shaping the Horns
Lecture 18  05:01
Shaping the Mane and Question on Job Entry
Assignment
Assignment #2: Refining your Base Mesh
Lecture 19
Project 2 Supplemental
Project 3 : Sculpting Continued

Covered Topics:

  • Video Game Production Tips/Tricks
  • ZBrush Sculpting Methods

It’s a full ZBrush lesson this week. You will continue to sculpt your character following the concept provided as Chris shares his ZBrush production tips/tricks and personal sculpting methods.

18 Lectures | 1 Assignment
Lecture 1  08:18
Introduction
Lecture 2  07:58
Shaping the Mane
Lecture 3  10:06
T-Pose vs. Modified Poses
Lecture 4  09:24
Save File Types and Continuing the Mane
Lecture 5  07:32
Positioning the Armor
Lecture 6  08:06
Placing Landmarks on Armor
Lecture 7  07:05
Retopologizing Shoulder Armor
Lecture 8  08:32
Low Poly Edge Creasing
Lecture 9  08:32
Bringing New Low Poly Mesh Back to Zbrush
Lecture 10  06:16
Adding Form to Saddle pt.1
Lecture 11  07:18
Adding Form to Saddle pt. 2
Lecture 12  10:22
Refining Back Armor Adding Tail Accessory
Lecture 13  08:19
Refining the Tail Accessory
Lecture 14  07:37
Symmetry and Horns
Lecture 15  04:38
Assignment Goals
Assignment
Assignment #3: Prepare Model for Detailing
Lecture 16
Supplemental Part 1
Lecture 17
Supplemental Part 2
Lecture 18
Supplemental Part 3
Project 4 : Final Sculpting & Polypaint

Covered Topics:

  • Detailing
  • Adding Material Definition
  • Polishing Your Sculpt
  • First Pass Polypainting
  • Prepping For Retopology & Baking

As you come to wrapping up your sculpt, Chris will be discussing how to detail and add material definition to your sculpts this week, as well as giving them some final polish.

Complete a quick polypaint pass to establish a base for you to paint on, and begin to prep your model for next week’s retopology and baking phase.

20 Lectures | 1 Assignment
Lecture 1  05:52
Introduction
Lecture 2  05:59
Exporting Zbrush Model Pieces into Maya
Lecture 3  06:51
Importing UV Models and Tiling a Mask Pt.1
Lecture 4  04:59
Importing UV Models and Tiling a Mask Pt. 2
Lecture 5  07:35
Tiling Details on Specific Areas of Models
Lecture 6  07:15
Creating Custom Alphas
Lecture 7  07:56
Subdividing Meshes for Detailing
Lecture 8  07:58
Starting Detail on Head Armor
Lecture 9  08:25
Marking Armor Features
Lecture 10  00:00
Painting in Guidelines
Lecture 11  06:52
Masking to Sculpt Front Features
Lecture 12  07:16
Cleaning Up Extruded Detail on Helmet
Lecture 13  08:13
Detailing and Knowing the Intention of the Model
Lecture 14  06:43
Character Stylization
Lecture 15  09:27
Mesh Grouping for Export
Lecture 16  06:05
Dynameshing Model Pieces and Future Work on Character
Lecture 17  05:47
Questions and Closeout
Assignment
Assignment #4: Finish Character Sculpt
Lecture 18
Supplemental Part 1
Lecture 19
Supplemental Part 2
Lecture 20
Supplemental Part 3
Project 5 : Retopology

Covered Topics:

  • Clean Topology Techniques

This is the week you’ve all been waiting for!!! Chris will be talking about how to get clean, efficient topology and UV's ready for baking.

19 Lectures | 1 Assignment
Lecture 1  00:30
Introduction
Lecture 2  07:25
Planning Out The Retopology Process Part 1
Lecture 3  09:50
Planning Out The Retopology Process Part 2
Lecture 4  10:08
Retopologizing The Leg
Lecture 5  06:22
Covering Hotkeys and Tools in TopoGun
Lecture 6  06:07
Accounting For Leg Deformation Part 1
Lecture 7  06:36
Accounting For Leg Deformation Part 2
Lecture 8  08:44
Retopologizing The Body and Hind Leg
Lecture 9  08:22
Retopologizing The Saddle Part 1
Lecture 10  07:37
Retopologizing The Sattel Part 2
Lecture 11  08:20
Retopologizing The Face Part 1
Lecture 12  09:21
Retopologizing The Face Part 2
Lecture 13  09:05
Retopologizing The Mane
Lecture 14  10:07
Retopologizing The Armor
Lecture 15  05:02
Retopology Resources
Lecture 16  05:19
Questions and Closeout
Assignment
Assignment #5: Begin Retopology of Your Character
Lecture 17
Supplemental Part 1
Lecture 18
Supplemental Part 2
Lecture 19
Supplemental Part 3
Project 6 : UVs and Baking

Covered Topics:

  • Setting Up UVs For Baking
  • Normal Map Theory Avoiding Seams
  • Maximizing UV Space
  • Baking Normal and Ambient Occlusion Maps

Unwrapping your low poly model of your character into a 1 to 1 UV space .

Baking Normal and Ambient Occlusion maps to project the hi polygon model detail to the low polygon game model.

20 Lectures | 1 Assignment
Lecture 1  07:02
Introduction and Starting UV Unwrap
Lecture 2  07:50
Unwrapping in UV 1 to1 Space
Lecture 3  07:12
Finishing Decoration and Seperate Head
Lecture 4  06:06
Manage UV Texture Space
Lecture 5  05:46
Stacking UV
Lecture 6  07:05
Seperating the Rest of the Body
Lecture 7  09:02
UV Unwrapping in Headus
Lecture 8  06:44
Further Shell Fixes in Maya
Lecture 9  06:15
Useing Headus for Visualising Texture Space
Lecture 10  06:05
Conneting UV Shells
Lecture 11  06:57
UV Packing Pt. 1
Lecture 12  06:37
UV Packing Pt. 2
Lecture 13  06:32
Mirror Low Poly Model and Use of Baking Cage
Lecture 14  08:45
Setting up the Bake Cage
Lecture 15  06:04
Bakeing Maps to Intended Render
Lecture 16  07:50
XNormal Map Bakeing
Lecture 17  06:27
Previewing Bakes on Model
Lecture 18  06:49
Closeout
Assignment
Assignment #6: Create UVs and Bake Normal and Ambient Occlusion Maps
Lecture 19
Supplemental Part 1
Lecture 20
Supplemental Part 2
Project 7 : Texturing Continued

Covered Topics:

  • Creating Texture Maps
  • Testing Maps In Marmoset 2

This week will be less theory and more practical focused as you buckle down and create your desired texture maps.

There will also be some cross-over with weeks 7 & 8 as you test out your maps in the Marmoset 2 game engine.

23 Lectures
Lecture 1  06:41
Using an Ambient Occlusion Map
Lecture 2  09:48
Creating and Using a Cavity Map
Lecture 3  13:22
Creating Selection Sets
Lecture 4  10:02
Establishing Base Colors
Lecture 5  07:34
Breaking Up Flat Colors
Lecture 6  06:04
Adjusting Selection Sets in 3D Coat
Lecture 7  07:31
Establishing Value Gradients on the Body
Lecture 8  06:39
Adding Subtle Shading to the Eyes and Nose
Lecture 9  09:27
Refining Body Gradients
Lecture 10  06:56
Introducing Color Variation
Lecture 11  07:13
Motteling the Metal Texture
Lecture 12  07:45
Using Overlay Layers in 3D Coat
Lecture 13  09:42
Painting Theory Discussion
Lecture 14  05:53
Gloss and Specular Map Explanation
Lecture 15  04:51
Creating the Gloss Map
Lecture 16
Preview Webinar: Introduction to 3d Coat
Lecture 17
Supplemental Part 1
Lecture 18
Supplemental Part 2
Lecture 19
Supplemental Part 3
Lecture 20
Supplemental Part 4
Lecture 21
Supplemental Part 5
Lecture 22
Supplemental Part 6
Lecture 23
Supplemental Part 7
Project 8 : Rendering & Presentation

Covered Topics:

  • Posing
  • Lighting
  • Mood
  • Composition
  • Rendering In Marmoset 2

Your creature is complete, now it’s time to show it off! This week you will set up renders and lighting in Marmoset 2 for your completed character model. Topics include: posing, lighting, mood and composition.

Following this will be the final wrap up of class.

17 Lectures
Lecture 1  06:37
Marmoset Toolbag Shader Channels
Lecture 2  09:12
Creating and Previewing Gloss Map in Marmoset
Lecture 3  07:17
Metallic and Glow Channels
Lecture 4  10:01
Previewing Metal and Glow Channels
Lecture 5  09:03
Useing Textures to Break up Metallic Highlights
Lecture 6  06:00
Refineing the Metallic Highlight Channels
Lecture 7  07:56
Changing Viewing Enviorments and Continueing Channel Refinement
Lecture 8  06:04
Additional Metallic Work
Lecture 9  07:09
General Work Time on Characters
Lecture 10  08:10
Useing Fur Textures to Break up Specular
Lecture 11  07:52
Useing Cloth Textures to Break up Specular
Lecture 12  07:10
Seperating the Cloth and Gems in Specular Map
Lecture 13  08:42
Breaking up the Specular Pattern on Saddle
Lecture 14  10:20
Fixing the Specular on Rope and Additional Enviorment Viewing
Lecture 15  09:55
Final Specular Map Touchups and Closeing
Lecture 16
Supplemental Part 1
Lecture 17
Supplemental Part 2
Project 9 : Critiques November 2014
8 Lectures
Lecture 1
Crit 1 Replay
Lecture 2
Crit 2 Replay
Lecture 3
Crit 3 Replay
Lecture 4
Crit 4 Replay
Lecture 5
Crit 5 Replay
Lecture 6
Crit 6 Replay
Lecture 7
Crit 7 Replay
Lecture 8
Crit 8 Replay
Student Projects
FAQ
Who should take this course?
This is an intermediate level course. As such, a basic understanding of ZBrush and Polygonal Modeling is recommended.
Can I download the lectures?
Absolutely. You have lifetime access to all your course content, which includes both streaming and downloadable course videos. To download a lecture, simply right click on the video and select "Save As" to save it to your computer.

About the instructor

Chris Bennett is a senior character artist working in the games industry. With over 9 years of experience, Chris’ journey has spanned many disciplines within the film, TV and games industries. Starting out as an environment artist for an animated TV series, he has worked as a character animator for film and TV, a film VFX modeller, video game prop artist, and now Chris persues his passion creating character and creature art for games, with a focus on developing his own designs and concepts. Chris has worked for major AAA publishers such as THQ in the past, and is currently a senior character artist at one of the largest western MMO publishers, Trion Worlds.