Description
Course info
Level
Intermediate
Updated
Feb 25, 2013
Duration
6h 10m
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Description

In this 3ds Max tutorial, we will talk about some of the specific challenges facing artists as they build characters, using a simple character as a guide. You'll learn concepts like facial topology, working from reference, and keeping a clean scene. We'll also cover common modeling techniques from polygon box modeling, to edge modeling, to working with Splines. By the end of watching this training, you'll have the knowledge and experience you need to begin creating your own custom CG characters. Software required: 3ds Max 2013.

About the author
About the author

Joshua is a devoted games author at Pluralsight. For years Joshua was a key author behind Digital-Tutors' (now a Pluralsight company) popular game engine training. As a kid, he had a passion for playing video games, which eventually developed into a fascination with the process of game creation. The question of "How'd they do that?" led Joshua on a quest to learn to make these games himself. Ever since then, Joshua has devoted his life to creating games, as well as teaching others to build their own fantastic video games.

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Section Introduction Transcripts
Section Introduction Transcripts

Introduction and Project Overview
[Autogenerated] Hi, I'm Josh for digital tutors and Auto Desk Authorized publisher in this series of tutorials will use a project based approach to talk about the concepts, techniques and tools involved in building characters. When building computer generated models For games, Fillmore broadcast characters provide a unique set of challenges. Character models must not only look like a particular character, but they must also be built in such a way that they were able to be readily animated. This means that apology, or EJ flow, could be much more important on a character model than a prop or a section of environment. In this course, we'll talk about some of the specific challenges facing artists as they build characters. Using a simple character as a guide, you'll learn concepts like facial topology, working from reference and keeping a clean scene. We'll also cover common modeling takings from box modeling, a little modeling and even working with Slim's. Now, in the end, you'll have the knowledge and experience you need to begin creating your own custom CD characters. So let's go ahead and get started by talking about howto work with reference images