During this tutorial, we will build a game-res mesh from a high-res sculpt. We will then transfer the high-res detail so our game model looks as close as possible to our high-res character. We will start by retopologizing our character in 3D-Coat, then we will create UVs in 3D-Coat. Next, we will transfer all of the maps using TopoGun. Finally, we will view our final result in Marmoset Toolbag. Software required: ZBrush 4R4, 3D-Coat 3.7, TopoGun 2 W64, Photoshop CS4.
Introduction and Project Overview Hello there. I'm Shane Olson. I'm a digital sculptor and game developer based in the US. I've been working in the game industry for over 14 years. Currently, I'm working as a senior character artist at Avalanche Software. My latest project is Disney Infinity, where I've had the opportunity to really learn the ins and outs of toy making and creating game characters based on those toys. In this course, we're going to be covering exactly how to do that. First, we'll start by creating a game res character by retopologizing our sculpt in 3D code. After that, we will apply UVs to our new low res mesh, also using 3D code. Next, we will transfer all of the high res detail from our z brush sculpt on to our game res mesh using TopoGun. Then we will put all the maps together using Photoshop. Finally, we'll test how our character will look inside of a game engine by previewing it in Marmoset Toolbag. I'm really excited to share this pipeline with you. So please follow with me as we do this. Let's get started.