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Professional Series: Game Asset Production Pipeline

In this series of tutorials, we discuss techniques for creating game assets using 3ds Max, ZBrush, and Photoshop.

Advanced
2h 34m
(7)

Created by Joshua Kinney

Last Updated Feb 28, 2019

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  • Course

Professional Series: Game Asset Production Pipeline

In this series of tutorials, we discuss techniques for creating game assets using 3ds Max, ZBrush, and Photoshop.

Advanced
2h 34m
(7)

Created by Joshua Kinney

Last Updated Feb 28, 2019

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What you'll learn

In this series of tutorials, we discuss techniques for creating game assets using 3ds Max, ZBrush, and Photoshop. We'll start off by learning how to create silhouettes. We'll follow that up by creating a sketch to help develop our idea. Then we'll jump into 3ds Max and discuss some key concepts for creating a base mesh before exporting it into ZBrush. After that, we'll discuss how to create a custom brush in ZBrush to increase our productivity. Then we'll finish up by baking out our texture maps to create a good base texture in Photoshop.

Professional Series: Game Asset Production Pipeline
Advanced
2h 34m
(7)
Table of contents

About the author
Joshua Kinney - Pluralsight course - Professional Series: Game Asset Production Pipeline
Joshua Kinney
137 courses 4.5 author rating 2798 ratings

Joshua is a devoted games author at Pluralsight. For years Joshua was a key author behind Digital-Tutors' (now a Pluralsight company) popular game engine training. As a kid, he had a passion for playing video games, which eventually developed into a fascination with the process of game creation. The question of "How'd they do that?" led Joshua on a quest to learn to make these games himself. Ever since then, Joshua has devoted his life to creating games, as well as teaching others to build their own fantastic video games.

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