Sculpting a Character for Mobile Games

This course will teach you the entire sculpting process of a character using ZBrush, from initial mesh creation, asset refining, detailing, and focus on Stylized sculpting techniques and creation methods for translation to a mobile character.
Course info
Level
Intermediate
Updated
Nov 14, 2017
Duration
2h 2m
Table of contents
Description
Course info
Level
Intermediate
Updated
Nov 14, 2017
Duration
2h 2m
Description

Characters are an essential part to most games, and their creation process in a fast developing industry, is forever adapting. In this course, Sculpting a Character for Mobile Games, you'll learn how to create a high quality 3D sculpt for a mobile game character. First, you'll explore basic anatomy sculpting, which will be applied to a base mesh, to gain anatomically accurate, but stylized proportions for your character. Next, you'll discover hard surface mesh creation, where you'll create a reference mesh, which you'll retopologize using 3ds Max, to gain a clean mesh to progress with. Finally, you'll learn clothing and asset generation, which you'll create all inside of ZBrush using the character's body mesh. By the end of this course, you'll know the general process for sculpting a character from scratch, with mobile specifications in mind. Software required: ZBrush 4R17, 3ds Max 2015.

About the author
About the author

Jon is a 3D artist living in the UK, working on mobile games at a studio in Warwickshire for the last 4 and a half years. He previously completed a Games Art degree which taught him all the fundamental skills he needed to expand his knowledge.

Section Introduction Transcripts
Section Introduction Transcripts

Course Overview
Hi everyone. My name is Jon Mills, and welcome to my course, Sculpting Characters for Mobile Games. I'm currently a 3D artist working in the mobile sector of the games industry. Characters are an essential part to most games, and their creation process in a fast-developing industry is forever adapting. Within this course, some major topics we will cover include basic anatomy sculpting, which we will apply to a base mesh to gain anatomically accurate, but stylized proportions for our character; hard surface mesh creation, where we will create a reference mesh which we will retopologize using 3ds Max to gain a clean mesh to progress with; clothing and asset generation, which we will create all inside of ZBrush using the character's body mesh; and mesh refining and stylized sculpting techniques, where I'll show how we can clean our sculpted models using ZRemesher and gain clean forms and details for a stylized character to make sure our final result is suitable for map making and mobile restrictions. By the end of this course, you will know the general process for sculpting a character from scratch with mobile specifications in mind. Before beginning this course, you should have some basic knowledge of ZBrush and 3ds Max or any similar modeling software. I hope you'll join me on this journey to learn character sculpting with the Sculpting Characters for Mobile Games course, at Pluralsight.