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

by Gabe Selinger

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.

What you'll learn

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.

Table of contents

Introduction and Project Overview
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About the author

Gabe Selinger is a CG artist located in Portland, Oregon. He freelances for various companies, including Pixel Pool, Bent Image Lab, Nike, Intel, and Liquid Development. In the course of his work for Liquid, he works on games like the PC MMO Firefall, Batman Arkham Origins, and other unannounced AAA titles.

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