Indie Game Development Pipeline Volume 5: Boss Character Modeling and Texturing

If you started the Indie Game Development Pipeline with Volume 1, you've had a chance to work on your game concept art, begin creating the actual game functionality, and work on the hero model. In this volume, we'll build the geometry for our boss character, a giant cyclops rock-monster using ZBrush and Maya LT. Software required: ZBrush 4R6, Maya LT 2015, Photoshop CS5.
Course info
Rating
(10)
Level
Intermediate
Updated
Mar 19, 2014
Duration
2h 48m
Table of contents
Description
Course info
Rating
(10)
Level
Intermediate
Updated
Mar 19, 2014
Duration
2h 48m
Description

If you started the Indie Game Development Pipeline with Volume 1, you've had a chance to work on your game concept art, begin creating the actual game functionality, and work on the hero model. In this volume, we'll build the geometry for our boss character, a giant cyclops rock-monster using ZBrush and Maya LT. We'll begin by looking at the concept art and then jumping into ZBrush to work up a quick armature. We'll take that rough geometry into Maya LT, where we'll use polygon-modeling tools to modify the basic structure. Back in ZBrush, we'll use several techniques to sculpt stylized, rocky detail into our model and add any necessary pieces. We'll continue the process by painting all of our objects. Finally, we'll use ZBrush and Maya LT to create a cohesive UV layout and output normal and color maps for the objects. Then we'll bring everything together in Maya LT to preview it. Once you've completed this volume, you can move on to Volume 6, where you'll go through the process of rigging and animating the hero character using Maya LT. Then you can continue on with volumes on rigging and animating the boss and final game assembly. These tutorials move step by step through our particular concepts, but we really encourage you to have some fun and make it your own. Software required: ZBrush 4R6, Maya LT 2015, Photoshop CS5.

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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