Creating a Game-ready Monster Insect in ZBrush and 3ds Max

In this tutorial, we will learn the process of creating a detailed, killer-monster insect and taking it to a point where it's a game-ready mesh, ready to be rigged. Software required: ZBrush 4R5, 3ds Max 2012, Photoshop CS5, TopoGun 1.06 W64, 3Point Shader Pro.
Course info
Level
Advanced
Updated
Jul 22, 2013
Duration
6h 41m
Table of contents
Introduction and Project Overview
Creating a Game-ready Monster Insect in ZBrush and 3ds Max
Description
Course info
Level
Advanced
Updated
Jul 22, 2013
Duration
6h 41m
Description

In this tutorial, we will learn the process of creating a detailed, killer-monster insect and taking it to a point where it's a game-ready mesh, ready to be rigged. We will go through the entire process from scratch, starting with blocking out the mesh from concept images. Then we will sculpt a detailed, high-poly mesh in ZBrush. After the high-poly is finalized, we will retopologize in TopoGun to get clean and efficient geometry. Then we will UV unwrap and bake the high-poly information to textures. Lastly, we will view and take screenshots of the character using the 3Point viewport shader in 3ds Max and touch up the final renders in Photoshop. Software required: ZBrush 4R5, 3ds Max 2012, Photoshop CS5, TopoGun 1.06 W64, 3Point Shader Pro.

About the author
About the author

Gabe Selinger is a CG artist located in Portland, Oregon.

Section Introduction Transcripts
Section Introduction Transcripts

Introduction and Project Overview
Hi, I'm Gabe Selinger, CG artist at Liquid Development in Portland, Oregon. Currently I'm working on Batman Arkham Origins, and the PC MMO Firefall. Although the majority of work I do is for videogames, in the past I've also freelanced for companies like PixelPool, Nike, Intel, and Bent Image Labs. One example of my past work was modeling the cookie for the latest Chips Ahoy commercial, Ahoy Extras. In this tutorial, we'll be creating a detailed praying mantis creature, and learning how to make it into a game ready mesh to be rigged. We will go through the entire process from scratch, starting with blocking out the mesh from concept images. Then we will sculpt a detailed high poly mesh in ZBrush. After the high poly is finalized, we will re-topologize in top of them, to get clean, efficient geometry, and UVN wrap and bake the high poly information to textures. Lastly, we'll view and take screenshots of the character, using the three-point view port shader, in 3D Studio Max, and touch up the final renders in Photoshop. I'm excited to get started, so see you in the next lesson.