Indie Game Development Pipeline Volume 4: Hero Character Modeling and Texturing
In this series of tutorials, we'll go through the process of modeling and texturing the hero character for our indie game project. Software required: Maya LT 2015, Photoshop CS5, Mudbox 2014.
What you'll learn
In this series of tutorials, we'll go through the process of modeling and texturing the hero character for our indie game project. If you started the Indie Game Development Pipeline with Volume 1, you've had a chance to work on your game concept art and begin creating the actual game functionality. In this volume, we'll build the 3D geometry for our hero character, a ghostly knight, using Maya LT. We'll begin by looking at the concept art and then jump into modeling the character's helmet. We'll look at a variety of polygon modeling tools as well as how we can integrate NURBS into our game modeling workflow. Once our geometry is built, we'll spend some time creating a UV layout in preparation for texturing. Then we'll use Photoshop and Mudbox to create a texture for the Ghost Knight. Once you've completed this volume, you can move on to Volume 5, where we'll go through the process of building up the rock monster boss for our game using Maya LT and ZBrush. Then you can continue on with subsequent volumes on rigging, animation, and final game assembly. These tutorials move step-by-step and use our particular concepts, but we really encourage you to have some fun and make it your own. Software required: Maya LT 2015, Photoshop CS5, Mudbox 2014.
Table of contents
- Looking at Reference Art 7m
- Starting the Helmet 8m
- Finishing the Helmet Base 5m
- Starting the Visor with Curves 7m
- Finishing the Visor 6m
- Building the Visor Pivots 5m
- Modeling the Base for the Plume 6m
- Modeling the Plume 6m
- Deforming and Connecting the Plume 4m
- Building the Tunic 6m
- Adding the Arm and Neck Openings 5m
- Modeling the Belt and Buckle 4m
- Finishing the Tunic 3m
- Creating the Gauntlets 8m
- Finishing the Gauntlets 7m
- Creating the Boots 6m
- Finishing the Boots 6m
- Modeling the Sword 8m
- Starting the UV Layout 10m
- Finishing the Helmet UVs 9m
- Creating the Body UVs 7m
- Creating UVs for the Hands and Feet 9m
- Arranging the UV Layout 11m
- Creating a Texture Map in Photoshop 7m
- Adding a Plume Texture from Our Concept Art 7m
- Texturing the Tunic 11m
- Detailing in Mudbox 6m
- Painting the Armor Plates 7m
- Adding Rust and Dirt 10m
- Adding Folds to the Tunic 5m
- Creating Specular Maps 8m
- Exporting Maps 7m
- Assembly in Maya LT 6m