Professional Series: Creating Character Variation with Texture Maps

In this course, we will discuss workflows involved in creating swappable maps to define different characters using identical geometry. Software required: Maya 2012, ZBrush 4R3, TopoGun.
Course info
Level
Advanced
Updated
Sep 1, 2012
Duration
1h 29m
Table of contents
Description
Course info
Level
Advanced
Updated
Sep 1, 2012
Duration
1h 29m
Description

In this course, we will discuss workflows involved in creating swappable maps to define different characters using identical geometry. In many cases, games for instance, you may have some basic characters that are used for background. In the case of a sports game, you may have cheering fans in the crowd. While the animation, and thus the base geometry, can remain the same, the characters need to look different based on the teams, locations, etc... In this course, we'll learn to create multiple characters and then bake maps based on identical geometry to swap out the different characters on a previously animated mesh. Software required: Maya 2012, ZBrush 4R3, TopoGun.

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
Welcome to the Professional Series for Creating Character Variation with Maps, an advanced learning guide for skilled artists, brought to you by Digital-Tutors, Autodesk Authorized Publisher, and Pixologic authorized training provider. My name is Justin, and I've had the privilege of teaching Maya and ZBrush to thousands of artists and educators at top studios and universities for several years. And this specific high-level course was designed to evolve your workflow and cover overall concepts. Now the objectives for this face-paced, intensive course include creating multiple characters within the context of a single mesh that can be used to populate the background of the game. And by the end of this training, you'll have the ability to quickly create multiple character variations that can then be readily plugged in to a single identical mesh. Before we start, I recommend you have experience using Maya and ZBrush as we cover what would normally take hours to accomplish in a shorter span of time. And if you're an artist new to either application, we do have beginner's guide courses to get you started. So with that, let's go ahead and move on to the next lesson.