Finishing your polished game character sculpt is not the end of your modeling pipeline. In this course, you will learn to use Maya to create game-ready character geometry from an existing high-resolution sculpt.
Once you've designed your highly detailed, sculpted game character, there's still one more step that needs to be done - retopology. In this course, Retopologizing Game Characters in Maya, you'll take a sculpted mesh and use Maya to create a lower-resolution game-appropriate mesh that will look like your design. You'll start by learning the basics of getting a reference model created. Then, you'll use several polygon modeling tools to edit your base geometry to better reflect the shapes and silhouettes of your reference model. Finally, you'll use the Quad Draw tool in Maya to create a new topology for your character completely from scratch. By the end of this course, you'll have a much better idea about some of the options you have in Maya for creating a new, game-ready mesh from a detailed sculpt. Software required: Maya.
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.
Course Overview Hi everyone. My name is Justin Marshall, and welcome to this course, Retopologizing Game Characters in Maya. Now once you've designed your game character and created a highly-detailed, sculpted model, there's still one more step that needs to be done. After all, game hardware won't do well trying to move your multi-million polygon model around the screen. This is where the retopology process comes in. In this course, we'll take a sculpted mesh and use Maya to create a lower-resolution, game-appropriate mesh that will look like our design. We'll start by covering the basics of getting a reference model created that we can use in Maya. We'll also look at options for reusing pieces at lower subdivision levels. Inside Maya, we'll use several polygon modeling tools to edit our base geometry to better reflect the shapes and silhouettes of our reference model. We'll also spend a great deal of time using Quad Draw in Maya to create new topology for our character, completely from scratch. We'll finish up by learning to export our game mesh directly to Unity. If you're coming here from the previous course, you can use the sculpt that you created there. If not, we'll provide a starting point in the exercise files. Also be on the lookout for challenge clips at the end of each module. These will let you practice what you've learned on a completely different character. By the end of this course, you'll have a much better idea about some of the options you have in Maya for creating a new, game-ready mesh from a detailed sculpt. And if you want to continue, you'll be able to check out courses on creating textures for the character, as well as adding rigging and animation. So if you're ready, let's get started Retopologizing Game Characters in Maya.