In this course, we will use Maya to create a game-type, low-resolution character from a highly detailed ZBrush model. We'll go through the process of using Maya 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'll start by using Decimation Master to reduce the resolution of our model drastically while retaining much of the visual detail. Once we're in Maya, we'll build low-resolution geometry around these detailed meshes to capture the important shapes of the character. We'll 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'll have taken a model of 20 million polygons down to a very usable 8-10k. Once you're done, you'll be able to use the workflow to transfer and convert your own high-resolution characters into a more usable state. Software required: Maya 2011 and higher.
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.