Learn Character Creation For Games | UArtsy
Learn Character Creation For Games
Instructor:
Joseph Drust

Joseph gives an extensive overview of the character creation process and theories for games. He covers programs like ZBrush, 3Ds MAx, Topogun, UV Layout, Xnormals, DDo, and Mudbox.

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

The 5 most important lessons:

  1. Understand fundamental and advanced character sculpting techniques in Zbrush.
  2. Produce highly detailed character assets and realistic clothing.
  3. Create stunning textures maps using multiple systems, including Quixel's dDo.
  4. Create game ready topology and efficient Uv's in Headus.
  5. How to properly export and prepare your character for rendering in Marmoset Toolbag.
Course Outline
Project 1 : Fundamentals Of Character Sculpting In ZBrush
Learn to use a basemesh with polygroups to boost your workflow
10 Lectures | 1 Assignment
Lecture 1
Module 1 Resources
Lecture 2  22:27
Introduction
Lecture 6  16:07
Modifying Panel Loops
Lecture 7  23:13
Using Dynamesh in the Workflow
Lecture 8  19:32
Workflow Continuation
Lecture 9  16:37
Insert Meshes
Lecture 10  31:55
Intro to 3ds Max & Some Q&A
Assignment
Assignment #1: Create 3 Character Concepts
Project 2 : Detailing And Rigging In ZBrush And 3DS Max
Create a rig to pose out your character and add alphas
10 Lectures | 1 Assignment
Lecture 1
Module 2 Resources
Lecture 2  21:51
Introduction
Lecture 3  18:16
Creating Alphas with 3DSMAX and ZBrush P1
Lecture 4  19:46
Creating Alphas with 3DSMAX and ZBrush P2
Lecture 5  19:55
Creating Alphas with 3DSMAX and ZBrush P3
Lecture 6  18:14
Creating Alphas with 3DSMAX and ZBrush P4
Lecture 7  21:55
Preparing the Model for Posing and Rigging
Lecture 8  20:28
Rigging the Character P1
Lecture 9  18:24
Rigging the Character P2
Lecture 10  22:19
Posing
Assignment
Assignment #2: Create 3 Poses with your Character Rendered in One Image
Project 3 : Creating Character Assets and UV's In 3DS Max And ZBrush
Learn to make straps and other assets while UV'ing them in the process
10 Lectures | 1 Assignment
Lecture 1
Module 3 Resources
Lecture 2  35:26
Recap & Preparing Model for 3ds Max
Lecture 3  19:55
Creating Straps in 3ds Max Part 1
Lecture 4  15:24
Creating Straps in 3ds Max Part 2
Lecture 5  23:49
Creating Assets With Double TurboSmooth Modifiers Part 1
Lecture 6  21:29
Creating Assets With Double TurboSmooth Modifiers Part 2
Lecture 7  16:10
Creating UVs with UVMaster & UVLayout
Lecture 8  18:08
UVLayout Continued & Detailing with NoiseMaker
Lecture 9  19:57
Sculpting Techniques on the Pack
Lecture 10  19:57
Joseph's Party Trick, Creating Brushes & Some Q&A
Assignment
Assignment #3: Create Assets Using the Double Turbo Smooth Method in 3ds Max
Project 4 : Sculpting Clothing And Wrinkles Primer
Create a shirt add wrinkles and retopologize it
5 Lectures | 1 Assignment
Lecture 1  24:29
Asset Management
Lecture 2  40:37
Shirt - Wrinkle Overview and Marvelous Designer
Lecture 3  39:24
Shirt - Retopology to High Res
Lecture 4  40:19
Wrinkles in Practice and Pocket Creation
Lecture 5  35:52
Insert Mesh Brushes Max and ZB
Assignment
Assignment #4: Create an Insert Mesh Brush and Continue Work on your Character
Project 5 : Texturing And Organizing Your Mesh In ZBrush, DDO.
Create textures and texture mask while sculpting details
11 Lectures | 1 Assignment
Lecture 1
Module 5 Resources
Lecture 2  27:14
Slide Knit Plugin, Buckles and Straps
Lecture 3  15:50
Wear and Tear
Lecture 4  19:17
Spotlight Texturing
Lecture 5  07:13
Creating Textures for Masking
Lecture 6  21:12
Texturing for dDO
Lecture 7  28:46
Splitting up the Model
Lecture 8  33:24
Sculpting Straps
Lecture 9  17:57
Google Sketchup
Lecture 10  19:44
Bonus Pouch Sculpting Part 1
Lecture 11  19:36
Bonus Pouch Sculpting Part 2
Assignment
Assignment #5: Create a Diffuse and Masking Texture Pass and Separate Model for Baking
Project 6 : Creating In-Game Ready Topology Using ZBrush, 3DS Max, And Topogun
Learn accurate topology flow and functionality
10 Lectures | 1 Assignment
Lecture 1  09:48
Pinch Brush Tricks and Module 6 Overview
Lecture 2  47:07
Retopology in ZBrush
Lecture 3  32:58
Retopology in 3ds Max
Lecture 4  17:44
More Retopo in 3ds Max and Topology for Simulated Cloth
Lecture 5  20:11
Re-Topologizing the radio part 1
Lecture 6  10:32
Re-Topologizing the radio part 2
Lecture 7  18:38
Re-topologizing the radio part 3
Lecture 8  01:09
The G in Kenny G
Lecture 9  21:20
Topology in Topogun
Lecture 10  11:27
Party Trick and Homework
Assignment
Assignment #6: Retopologize your Character Model
Project 7 : Creating UVs in 3DS Max And Headus
Create UV's for your character and use new sculpting techniques to add detail
10 Lectures | 1 Assignment
Lecture 1  22:08
UVing a head in ZBrush
Lecture 2  17:18
UVs in 3DS Max part 1
Lecture 3  22:51
UVs in 3DS Max part 2
Lecture 4  09:51
Cleaning Geo for Low Res Mesh
Lecture 5  40:16
The Helmet in Headus
Lecture 6  18:27
The Armor in Headus
Lecture 7  19:10
UVing a body in Headus
Lecture 8  15:10
Sculpt Progress and Stitching
Lecture 9  06:19
Sculpting Velcro
Lecture 10  09:09
Sculpting Padded Patterns
Assignment
Assignment #7: UV your Character
Project 8 : Baking out all the Necessary Maps Using ZBrush And XNormal
Build and bake out the necessary maps for your character
9 Lectures | 1 Assignment
Lecture 1  20:09
Preparing Models for xNormal
Lecture 2  21:23
Baking Maps Part 1
Lecture 3  23:00
Baking Maps Part 2
Lecture 4  20:18
Baking Maps Part 3
Lecture 5  23:18
Baking Maps Part 4
Lecture 6  12:04
Using ZBrush to export Normal Maps and Reorganizing Subtools
Lecture 7  23:33
Comping Maps in Photoshop
Lecture 8  33:14
Making Hair Alphas and Discussing Hair Creation Techniques
Lecture 9
Module 8 Resources
Assignment
Assignment #8: Bake Out All the Necessary Maps
Project 9 : Getting The Best Possible Textures Using ZBrush, Photoshop, DDO, And Mudbox
Use multiple programs to create the best possible textures for your character
8 Lectures | 1 Assignment
Lecture 1  19:57
Recap and Intro to dDo
Lecture 2  21:38
Prepping for dDo
Lecture 3  29:32
dDo part 1
Lecture 4  31:00
dDo part 2
Lecture 5  24:17
Introduction to Mudbox
Lecture 6  26:00
Painting in Photoshop and Mudbox
Lecture 7  17:21
Presets in dDo and Maintinging Uniform Materials
Lecture 8  20:45
Lightbrush and Bringing your Textures into Marmoset
Assignment
Assingment #9: Create Textures for your Character
Project 10 : Exporting Your Character To Marmoset
Add the final detail to your character and render them out
11 Lectures | 1 Assignment
Lecture 1  08:10
AO Baking
Lecture 2  06:19
Setting Ip Multi-Sub Objects
Lecture 3  07:47
Applying IDs to Your Object
Lecture 4  11:28
Setting Up for Skinning
Lecture 5  39:32
Skinning the Head
Lecture 6  11:51
Sharing Weighting
Lecture 7  17:53
Importing Into Marmoset
Lecture 8  09:09
Skybox
Lecture 9  07:35
Adjusting Specularity
Lecture 10  42:09
Lighting in Marmoset
Lecture 11  47:35
Q&A and Skinning an Elbow Pad
Assignment
Assignment #10: Finish your Character and Render Them!
Student Projects

About the instructor

Joseph Drust is a graduate of the Savannah College of Art and Design with a BFA in Game Design and over ten years of experience as a character artist in the game industry on such titles as Ghost Recon, Ghost Recon Advanced Warfighter, Splinter Cell: Pandora Tomorrow, Ben 10 Alien Force, and Earth Defense Force: Insect Armageddon. He worked as a Lead Character Artist with Ubisoft (Red Storm Entertainment) and was a beta team member for Pixologic’s ZBrush, as well as a certified ZBrush Instructor for several years. Today, Joseph contributes full-time to the development of ZBrush as Artist/Creative Development Manager for Pixologic.