Release date:2021

Duration:17 h 18 m

Author:Sander Flisijn

Skill level:Beginner

Language:English

Exercise files:Yes

In this video series, I will demonstrate my workflow for creating a game-ready asset, providing 17 hours of real-time content. I will begin by deconstructing the reference and continue with a step-by-step explanation of my actions and theories until the final asset is ready for use in a game.

Throughout the demonstration, I will be using industry-standard tools, including Maya, ZBrush, Photoshop, RizomUV, Substance Painter, and Marmoset Toolbag 3.

This tutorial is designed to be accessible to everyone, without the use of any downloaded or custom tools, brushes, or alpha’s. This ensures that you can easily follow along with each step of the process.

I will guide you through all the necessary steps for building a game asset, including:

Deconstructing references Blocking out shapes High-poly modeling and sculpting Low-poly and UVs Baking, and techniques for cleaning up baked maps Texturing Light and render settings Setting up the final presentation

In addition to building the asset, I will also explain various theories that will help you better understand the subject and how to approach it.

The tutorial is available in multiple video versions to cater to different preferences. You can access any version of your choice after purchasing the product.

00 – Introduction, references and block-out

00 – Introduction 01 – Deconstructing references 02 – Block-out in Maya 03 – Creasing edges and block-out in ZBrush 04 – Adding reference lines to the block-out 05 – Retopology basics and creating base geometry in Maya 06 – Import base geometry to ZBrush and creasing edges 07 – Fitting the base together

01 – High-poly modeling and sculpting

00 – Sculpting secondary shapes 01 – Improving the sole and heel 02 – More secondary sculpting 03 – Adding wrinkles 04 – Adjusting overall shapes 05 – Morph tool and smoothing borders 06 – Creating holes for the laces 07 – Making an InsertMesh brush 08 – Drawing out the laces 09 – Knot theory and construction 10 – Adjusting the shape of the laces 11 – Adjusting the depth and cleaning up the laces 12 – Adding aglets 13 – Folds and final improvements 14 – General improvements 15 – Creating a base for the heel 16 – Shoe opening and border 17 – Adding tension and finalizing the high-poly

02 – Low-poly, UVs and bake

00 – Decimation for retopology 01 – Starting on the low-poly topology 02 – Continuing on the low-poly 03 – Retopologizing the inner area 04 – Low-poly laces 05 – Low-poly knot 06 – Aglets and improving the low-poly 07 – UV cuts in Maya 08 – RizomUV 09 – Packing the UV islands together 10 – Preparing the meshes for baking 11 – Script set-up 12 – Baking in Marmoset 13 – Improving the tongue bake 14 – Bake fixing techniques and exporting 15 – Fixing baking errors in Photoshop and adjusting the laces

03 – Texturing

00 – ColorID and painting additional height information in Substance 01 – Adding stitches 02 – More additional height information 03 – Baking a Curvature and AO map from Substance and starting with texturing 04 – Texturing continued 05 – Additional height information and adding wear 06 – Improving the AO and laces

04 – Presentation and final words

00 – Marmoset overview 01 – Setting up the final presentation 02 – Final words

[Artstation] Character Asset Creation for Games – Shoes by Sander Flisijn.7z [Artstation] Character Asset Creation for Games – Shoes by Sander Flisijn_Subtitles.7z

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