Creating Game Weapons in Maya and ZBrush

In this tutorial we will use a Maya to ZBrush workflow to build and texture a detailed battle hammer. Software required: ZBrush 3.1 and up.
Course info
Level
Intermediate
Updated
Aug 4, 2009
Duration
1h 10m
Table of contents
Description
Course info
Level
Intermediate
Updated
Aug 4, 2009
Duration
1h 10m
Description

In this tutorial we will use a Maya to ZBrush workflow to build and texture a detailed battle hammer. When working with digital assets, the ability of your computer to manipulate those assets is limited, especially when dealing with very high resolution meshes. For this reason, we use things like normal maps to simulate the high resolution detail in a way that we can more easily use. In this course, we'll use a weathered battle hammer as an example to illustrate some of the ways you can use Maya and ZBrush together to build and sculpt high resolution props and set pieces and create usable assets. After building the base geometry and laying out UVs in Maya, we'll go through the process of sculpting and texturing the hammer in ZBrush. We'll finish up by applying all of that detail back in Maya to create a high quality, usable prop. Software required: ZBrush 3.1 and up.

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] Hello. I'm Justin with digital tutors picks a logic authorized trading partner. And in this series of lessons, we're gonna go through the process of building an asset in a three D application, my in this case taking it in disease brush for detailing and painting and then bring it back into our primary application with all of the generated color and normal maps. So when working with digital assets, the ability of your computer to manipulate those assets is limited, especially when dealing with very high resolution mesh is for this reason, we use things like normal maps to simulate the high resolution detail in a way that we can more easily use for our project will be building a war hammer from scratch. We'll build the base model instead of the movies, completely sculpt and Pete the hammer in ze brush. Using a variety of techniques and to finish up will generate the maps for the color in the sculpted detail and reapply those in Maya, resulting in a high quality and usable profits. Now, these lessons will help you to understand the workflow of building and sculpting high resolution props, set pieces and creating a usable assets from those. So with that, let's go ahead and get started