Professional Series: Creating Character Variation with Texture Maps
In this course, we will discuss workflows involved in creating swappable maps to define different characters using identical geometry. Software required: Maya 2012, ZBrush 4R3, TopoGun.
What you'll learn
In this course, we will discuss workflows involved in creating swappable maps to define different characters using identical geometry. In many cases, games for instance, you may have some basic characters that are used for background. In the case of a sports game, you may have cheering fans in the crowd. While the animation, and thus the base geometry, can remain the same, the characters need to look different based on the teams, locations, etc... In this course, we'll learn to create multiple characters and then bake maps based on identical geometry to swap out the different characters on a previously animated mesh. Software required: Maya 2012, ZBrush 4R3, TopoGun.
Table of contents
- Setting the Stage 3m
- Beginning the Character Sculpts 9m
- Creating Facial Variation 7m
- Sculpting the Hair 9m
- Kit Bashing the First Character 6m
- Using Shadowbox to Detail the Jersey 9m
- Repurposing Geometry 11m
- Painting the Characters 14m
- Baking Maps in Topogun 7m
- Creating Specular Maps 6m
- Setting up Materials 7m