
Learn to model a stylized creature from a simple concept using Maya and brush, add mid-detail for painting, explore topology options with Maya or 3d code, and unwrap the character.
Shape three protruding teeth from a sphere, then duplicate, scale, rotate, and place them to fit the concept, refining the mesh for a stylized look in Maya and ZBrush.
Master head sculpting for stylized 3d creatures in Maya and ZBrush, refining nostril shapes, modeling muscles (even non-existent ones), and shaping the jaw and teeth for a stringy, dynamic look.
sculpt the torso by establishing the rib cage and abs, refining obliques, pec insertion, trapezius, lat, and serratus with dynamic planes at low subdivision levels.
Study elbow anatomy, biceps, triceps, and forearm muscles to build stylized arms, align with deltoids and torso, and emphasize mass, silhouette, and dynamic form.
Duplicate arms and torso, dynamesh into one piece, sculpt the deltoid-to-body transition with clay build-up, emphasize serratus and neck muscles, and merge jaw to neck to avoid seams.
Duplicate and rotate fingers, restore symmetry, and adjust scale to build a solid hand base before sculpting details, integrating with the character in Maya and ZBrush.
Learn to sculpt stylized 3d wings in Maya and ZBrush by using dynamesh, inflate, symmetry, a mask, rotate, and clay build up to forge bone-like silhouettes, joints, and spiky details.
Master hand retopology in Maya and ZBrush by creating a new hand mesh, adding finger loops and knuckles, and refining loops to preserve silhouette and the wrist using quad draw.
Refine the bottom jaw and back seam in Maya, preserving quad loops for clean topology, then quickly set up eyes and a simple tongue with basic UVs and extrusion.
In this intermediate level tutorial we will be focusing on the process of creating a creature that could be used in the Games Industry. Starting from a simple concept, we will create a base mesh for our creature, move into sculpting, and finish with Retopology and UV layout. The tutorial focuses heavily on sculpting fundamentals in ZBrush, as well as the necessary tools to create a game resolution mesh using Maya. By the end of the module you will have a game resolution character ready for the texturing process.
(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.