Modeling Next-Gen Characters in XSI
Learn production modeling techniques and an innovative workflow to creating clean topology, working within polygon restrictions, and building assets from reference art. Software required: XSI 6.0 or higher (XSI 7.0 required to open project files). Software required: XSI 6.0 or higher (XSI 7.0 required to open project files).
What you'll learn
Learn production modeling techniques and an innovative workflow to creating clean topology, working within polygon restrictions, and building assets from reference art. Contains over 7 hours of project-driven training for artists learning the creative and technical processes of character creation for next-generation games. Popular highlights include: Rotoscope Preparation; Building to Reference Art; Blocking-in Forms; Working with Polygon Budgets; Adding Muscle Flow; Modeling with Symmetry; Reducing Model Resolution Manually; Merging and Welding Geometry; Creating Efficient Geometry; Strategically Adding Detail; Extruding Geometry; Splitting and Adding Edges; Extracting Geometry; Simplifying Shapes; Proportional Modeling; Adjusting Pivot Points; Creating Useful Topology; Modeling from Primitives; Checking Character for Appeal. Software required: XSI 6.0 or higher (XSI 7.0 required to open project files). Software required: XSI 6.0 or higher (XSI 7.0 required to open project files).
Table of contents
- Creating Initial Geometry for the Head 8m
- Building and Modifying Geometry for the Eye 8m
- Creating Additional Geometry for the Face 8m
- Building out Geometry for the Nose| Cheeks and Forehead 12m
- Symmetrizing Geometry for the Face 11m
- Making Final Adjustments to the Face Geometry 12m
- Creating Base Geometry for the Face Mask 13m
- Adding Finishing Details to the Face Mask 9m
- Beginning the Process of Building the Hair 6m
- Modeling Additional Detail into the Hair 10m
- Finalizing the Modeling of the Hair 12m
- Creating the Pony Tail for the Hair 15m
- Building Geometry for the Neck and Ears 16m
- Finalizing Construction of the Head and Neck 8m
- Creating Initial Geometry for the Torso 11m
- Blocking in the Shape of the Torso 10m
- Modeling Geometry for the Pelvis and Hips 9m
- Building and Merging Geometry for the Legs 8m
- Beginning the Process of Modeling the Boots 9m
- Blocking in Shapes for the Foot and Heel 7m
- Finalizing Construction of the Boot 7m
- Building out the Shoulders and Arms 9m
- Refining the Geometry for the Arms 9m
- Blocking out the Shapes for the Hands 6m
- Connecting the Fingers to the Hand 12m
- Attaching the Thumb and Smoothing the Hand 8m
- Joining the Hand to the Rest of the Body 7m
- Building out the Chest Area 10m
- Making Additional Modifications to the Chest Geometry 9m
- Adding Final Adjustments to the Upper Body Geometry 10m
- Modeling the Abdomen Armor Plates 8m
- Constructing the Armor Around the Waist 8m
- Creating the Chest Armor 6m
- Building the Chest Armor Strap 9m
- Refining the Chest Armor Geometry 9m
- Adding Final Adjustments to the Chest Armor 8m
- Adding Detail to the Elbows and Knees 10m
- Creating the Geometry for the Leg Armor 10m
- Building the Back Armor 12m
- Modeling the Collar of the Armor Suit 10m
- Refining the Geometry for the Hair 11m
- Constructing the Leg Strap and Buckle 9m
- Making Various Refinements to the Body 9m
- Building out the Shoulder Armor 6m
- Adding Hair Strands to the Pony Tails 7m