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Learn to Unwrap and Texture a Stylized Character for Games
Highest Rated
Rating: 4.5 out of 5(19 ratings)
674 students

Learn to Unwrap and Texture a Stylized Character for Games

In this course we will learn the necessary skills to texture a 3D Game-Character in the hand-painted style!
Created by3dmotive LLC
Last updated 9/2016
English
English [Auto],

What you'll learn

  • Model and texture the low poly mesh for a video game character
  • Regenerate clean topology from the high poly source model and UV unwrap it to prepare for textures
  • Learn to texture a character using the popular hand-painted game texturing style

Course content

3 sections24 lectures3h 57m total length
  • Introduction0:51

    Explore the preliminary steps of the texturing pipeline, including topology, uv unwrapping, and baking texture maps for a stylized game character.

  • Introduction to Head Retopology11:18

    Retopologize a stylized head from high-res to low-res in 3d code using a decimated reference mesh, build eye, nose, and mouth loops, preserve detail with the normal and inclusion maps.

  • Continuing to Refine the Head Topology10:58

    Refine the head topology by adding edge loops around the beard, eyebrows, and hair with symmetry and clean quad-based forms to prep for animation.

  • Upper Body Retopology12:38

    Master upper body retopology for games by shaping arms as cylinders, refining elbow and shoulder topology with loops and triangles, and ensuring clean symmetry and collar integration.

  • UV Unwrapping the Head15:00

    Learn UV unwrapping the head in Maya using the texture editor, create planar maps, place seams, unfold and relax UV shells, and manage multiple texture sheets for eyes and mouth.

  • Refining and finishing up the Head UVs16:49

    Refine the head uvs for a stylized game character by optimizing texture maps and resolution between visible and hidden areas, then organize hair, eyes, and beard on separate sheets.

  • Baking Maps6:57

    Bake normal and inclusion maps from high- and low-resolution head meshes using xnormal, then apply maps in marmoset and color the stylized character in Photoshop.

Requirements

  • 3D-Coat
  • Adobe Photoshop or a similar image editing software
  • Autodesk's Maya
  • Marmoset 2 for the final renders (though not mandatory for painting)

Description

In this course, Ryan Ribot we will be teaching the necessary skills to prepare and hand paint a 3D Character for game production. To begin, he will focus on the process of setting up topology and UVs, as this is an important process to understand as a texture artist. Following this, the real fun begins: we will dive right into skin tones and simple principles of rendering volume and color variations, and finally, we will learn about other materials such as wood, leather, and cloth to close out with. All of this will be done using a combination of 3D Coat, Photoshop and Maya, with a final output in Marmoset 2.

(Students - please look under Section 1 / Lecture 1 downloads for the source files associated with the lesson.)


More about the Instructor:

An adopted son of San Francisco and the Academy of Art University, Ryan Ribot lives a small apartment with 3 cats and a Wacom. Currently working as a texture artist and character modeler with Telltale Games, Ryan spends most of his time painting and sculpting. ZBrush, Photoshop, and Maya are like breathing to him, and he is always looking to share his knowledge. Ryan has been teaching for several years, and is experienced as both an instructor and an industry professional.

Who this course is for:

  • Intermediate to advanced game art students interested in learning a new art style for video games