Creating Game Characters with 3ds Max and ZBrush
In this tutorial, we will use 3ds Max to create a game-type, low-resolution character from a highly detailed model. Software required: 3ds Max 2011 and higher, ZBrush 4.
What you'll learn
In this tutorial we will use 3ds Max to create a game-type, low-resolution character from a highly detailed model. Creating appealing characters is a lot of fun when using powerful sculpting applications like Zbrush or Mudbox in conjunction with 3ds Max. We are able to create models with a very high level of detail in our sculpting applications. But getting those characters into a lower-resolution state suitable for rigging and animation can be a little more challenging. In this tutorial, we will go through the process of using 3ds Max 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 will start by using Decimation Master to reduce the resolution of our model drastically while retaining much of the visual detail. Once we are in 3ds Max, we will build low-resolution geometry around these detailed meshes so we can capture the important shapes of the character. We will 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 will have taken a model of 20 million polygons down to approximately 8,000 triangles. Once you are done, you will be able to use the workflow to transfer and convert your own high-resolution characters into a more usable state. Software required: 3ds Max 2011 and higher, ZBrush 4.
Table of contents
- Splitting up the Character's Body 8m
- Preparing and Exporting the Body 12m
- Preparing and Exporting the Clothing 8m
- Preparing and Exporting the Eyes 4m
- Transferring High-resolution Pieces to 3ds Max 5m
- Building the Low-resolution Legs 12m
- Adding the Belt and Buckle 12m
- Finishing the Low-resolution Pants 9m
- Creating a UV Layout for the Pants and Boots 13m
- Modifying the Eyes 4m
- Beginning on the Character's Head 12m
- Working on the Mustache 6m
- Finishing the Head 10m
- Modifying the Arms 11m
- Finishing the Hands 11m
- Creating a UV Layout for the Body 9m
- Beginning the Character's Torso 10m
- Finishing the Main Vest Shape 7m
- Adding the Vest Collar 9m
- Adding Details to the Torso 9m
- Creating a UV Layout for the Torso 12m
- Creating Color and Normal Maps for the Body 14m
- Creating Color and Normal Maps for the Legs 13m
- Creating Color and Normal Maps for the Torso 11m
- Creating Specular Maps 16m