Description
Course info
Level
Advanced
Updated
Feb 1, 2011
Duration
4h 10m
Description

In this tutorial we will use 3ds Max to create a game-type, low-resolution character from a highly detailed model. Creating appealing characters is a lot of fun when using powerful sculpting applications like Zbrush or Mudbox in conjunction with 3ds Max. We are able to create models with a very high level of detail in our sculpting applications. But getting those characters into a lower-resolution state suitable for rigging and animation can be a little more challenging. In this tutorial, we will go through the process of using 3ds Max and Zbrush to convert a high-resolution, sculpted and painted character into a low-resolution, game-type mesh that can be rigged and animated. We will start by using Decimation Master to reduce the resolution of our model drastically while retaining much of the visual detail. Once we are in 3ds Max, we will build low-resolution geometry around these detailed meshes so we can capture the important shapes of the character. We will create UV layouts for the low-resolution pieces and finally extract the color and sculpted detail from our high-resolution pieces onto the new mesh. In the end, we will have taken a model of 20 million polygons down to approximately 8,000 triangles. Once you are done, you will be able to use the workflow to transfer and convert your own high-resolution characters into a more usable state. Software required: 3ds Max 2011 and higher, ZBrush 4.

About the author
About the author

Justin thrives as a lead modeling author at Pluralsight. Growing up, Justin found a deep interest for the computer graphics industry after watching movies like Jurassic Park, Toy Story and The Abyss. His ambition would lead him to work at Sony Imageworks in Los Angeles on movies like Monster House and Surf's Up. Justin has also had numerous articles, tutorials and images published in 3D World and 3D Artist.

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Section Introduction Transcripts
Section Introduction Transcripts

Introduction and Project Overview
[Autogenerated] I'm just a traditional tutors and Autodesk authorize publisher and a pixel logic authorized training provider. Creating appealing characters is a lot of fun when using powerful sculpting applications like ze brush or mud box. In conjunction with three D S, Max were able to create models of the very high level of detail in our sculpting applications. But getting those characters into a lower resolution state suitable for rigging and animation could be a little bit more of a challenge In this course will go through the process of using three years Max and Z Brush to convert a high resolution, sculpted and painted character into a low resolution game tight mesh that could be rigged and animated. We'll start out by using decimation master to reduce the resolution of her model drastically while retaining much of the visual detail. Once we're in three years, Max will build low resolution geometry around these detailed missions so we couldn't capture the important shapes of the character, will create UV layouts for the low resolution pieces and finally extract the color and sculpt a detail from our high rez pieces onto the new mash. Using normal maps and color texture maps, In the end, we'll have taken a model of about 20 million polygons down to a very manageable 8500 triangles or so. Now, what's your done? You'll be able to use the workflow to transfer and convert your own high resolution characters into a more usable state. So with that, let's go and get started.