Professional Series: Game Asset Production Pipeline
In this series of tutorials, we discuss techniques for creating game assets using 3ds Max, ZBrush, and Photoshop.
What you'll learn
In this series of tutorials, we discuss techniques for creating game assets using 3ds Max, ZBrush, and Photoshop. We'll start off by learning how to create silhouettes. We'll follow that up by creating a sketch to help develop our idea. Then we'll jump into 3ds Max and discuss some key concepts for creating a base mesh before exporting it into ZBrush. After that, we'll discuss how to create a custom brush in ZBrush to increase our productivity. Then we'll finish up by baking out our texture maps to create a good base texture in Photoshop.
Table of contents
- Creating Silhouettes 13m
- Creating the Development Sketch 13m
- Building the Base Mesh 16m
- Preparing the Base Mesh for Export 15m
- Preparing the Model Before Sculpting 8m
- Creating the Custom Brush Base Mesh 5m
- Sculpting the Custom Brush 15m
- Sculpting the Asset 10m
- Exporting the High Poly Mesh 7m
- Creating the Game Resolution Model 19m
- Creating the UV's 12m
- Baking Texture Maps 7m
- Quick Tips for Creating Textures 13m