
Explore a customized ZBrush user interface tailored for game character creation, featuring panels for mirrors, lights, materials, brushes, and hotkey-driven layout adjustments loaded via preferences configuration.
Block out the body to establish correct proportions and silhouette for rival assimilation. Refine muscles, ribcage, and deltoids using clay build up and Marvelous Designer.
Import the provided model, align it to the base mesh with symmetry, adjust with the gizmo to fit proportions, then merge sectors into one poly group for Marvelous Designer.
learn the basics of marvel designer, set up maya-style views, create patterns with the polygon tool, sew with segments, use pins, and adjust fabric presets to shape folds and fit.
Develop a character shirt in Marvelous Designer 1 by modeling with symmetry, refining the collar and sleeves, and adjusting fabric and trim color to match references.
Design and refine pants, belts, and pockets for a game character in Marvelous Designer by creating symmetrical patterns, applying fabrics like cotton or denim, and detailing pockets and curves.
Develop character clothing in Marvelous 3 by building patterns, adjusting fabric and color, and shaping curves to fit jackets and sweaters within a complete pipeline.
Adjust patterns and fabrics to create a natural, colored jacket and pants for a character, refining lines, symmetry, and internal seams in Marvelous Designer.
Create a clean, low-poly mesh for ZBrush by decimating the Marvelous Designer mesh and transferring it to Maya patterns for a precise, sculpt-ready base.
Understand how gravity, movement, and tension points shape fabric on an underlying structure to create various folds, from diaper folds to spiral folds and compression folds in cloth sculpting.
Adjust proportions and clean up the jacket and pants in Marvelous Designer, using transom master, masking, and poly groups to achieve a tighter, game-ready silhouette.
Create realistic game character clothing by detailing tertiary folds and wear and tear through memory folds, morph targets, and alpha techniques, targeting wrinkles, damage edges, and fabric crumple.
Learn the head sculpting approach with anatomy and muscle forms, building bones and volume to capture a masculine head while aiming for likeness and prepping for the next course's texturing.
Mirror one hand and sculpt the hands to fix proportions and transitions from hard to soft, refine knuckles and wrinkles, and build volume for a realistic character hand.
Learn to clean up a jacket mesh for a game character by removing gaps, adjusting topology with the move tool, and maintaining edge thickness for a clean low-poly bake.
Isolate the sweater insert and clean up the color piece to form a single base low poly, planning to delete hidden polygons and prepare for the decimation process.
Clean up pants geometry by baking all layers, isolating sections, and using the move top political rows to straighten seams for a clean low-poly model and easier texturing.
Decimate the jacket and pants with decimation master, pre process, and analyze to reduce polygons while preserving poly groups, then adjust counts to avoid artifacts for baking.
export your model by selecting the jacket, turning it into two poly groups for a low poly, decimating and renaming each part, and loading them onto the server.
Explore Topogun and learn to create simple geometry with the create tool, connect vertices with the bridge tool, and smooth them out, then edit faces by selecting and dragging points.
Retopologize the jacket back part by tracing seam lines on a decimated reference, laying polygons and keeping even poly flow to preserve the silhouette for game bake.
Retopologize the jacket back part by building a clean base polygon flow manually, adjusting seams, and refining topology for an optimized low-poly model that matches the high-poly silhouette.
Retopologize the jacket front part in Maya by building a clean low-poly mesh through deleting faces, merging vertices, adding edge loops, and aligning seams for front geometry.
This lecture covers the second part of retopologizing the jacket front, merging front and color, reducing polygons to balance density, and correcting flow with vertex mode before coloring.
Learn retopologizing the jacket sleeves by merging hand topology, balancing edge density, and ensuring seamless seams with tools like target weld and vertex mode for clean flow.
Retopologizing the jacket sleeves part 2 teaches merging multiple patches into a clean mesh, bridging edges, snapping vertices, and correcting floating geometry to prepare for rigging.
Fix the sweater’s low poly using symmetry, loops, and bridge tools to create clean polygons, align edge flow, and set a silhouette suitable for rigging.
Retopologize the pants, focusing on clean seam lines and early fixes to avoid later edits; build clean low poly using triangles and polygons for improved baking and texturing in Maya.
Retopologize the pants, fix seam lines early, and build clean topology with polygons and selective triangles, then check with viewer and prepare for low poly, bake, and texturing in Maya.
Retopologize the head and ears by placing points, filling gaps, and shaping a clean silhouette while maintaining flow and preparing for baking.
Retopologize the head around the mouth and cheeks by building loops, using symmetry, placing and merging points, matching jaw line, and smoothing to create seamless lips.
Finalize the head topology for game character creation in the complete pipeline by constructing clean loops, using poly flow, symmetry, and bridges in Maya to shape curvature and optimize polygons.
In Maya, this lecture finalizes head cleanup by removing half of the mesh, adding loops and symmetry, bridging gaps, merging vertices, and smoothing to align low and high poly details.
Clean up the mesh by renaming parts, grouping geometry, and resetting transforms to center, ensuring clean quads and proper wire flow for reliable rigging, baking, and texturing.
Map and unfold the upper clothing in a character UV workflow, correct merging errors, and adjust density for clean, accurate texturing.
Lay out the upper clothing pieces with equal space and consistent pixel density, straighten edges, and place jacket arms, padding, and small pieces without stretching for a clean texture.
Do you want to make the entire character by yourself starting from sculpting to texturing and hair cards ?
Welcome to Nexttut Education's Character Creation for Game | Complete Pipeline Course
INSTRUCTOR : My name is Masuk Ahemad, I am a 3d modelling and texturing artist. I have been working in production since 20. Currently I am working at Little red zombie studio in India.
GOAL OF THE COURSE : At the end of this course, you will be able to use Marvelous Designer & Zbrush workflow to create high quality realistic clothing for AAA game male characters and you will be able to Retopo your Zbrush character sculpt and create the low poly version for game, texture skin and clothing and create game ready hair for your character and render images for presentation.
YOU WILL LEARN :
In this course, we will be covering:
Sculpting the base body
Creating cloth patterns in MD
Refining the wrinkles and folds in Zbrush
Adding memory folds
Adding Wear & Tear
Posing the Character
Rendering for presentation
Retopology method
UV Unwrapping
Texturing Skin and clothing
Creating Hair cards
Rendering for presentation shots
IDEAL STUDENTS :
I have design this course keeping in mind the students who struggles to model realistic clothing for characters. This course is also for artist who wants to speed up their cloth modeling workflow by replacing the old school hand sculpting method to MD & Zbrush workflow.
I have also designed this course for Intermediate modeling students and artist who wants to texture their Zbrush high poly characters and create hair for real time games but they don't have any step by step tutorial to follow. In this course I have used Zbrush, Maya, Topogun, Substance painter and Marmoset toolbag so make sure you have installed these software in order to follow the course properly.
WHO IS NOT THE IDEAL STUDENT :
This course is not for absolute zbrush beginners, as I haven't spent mush time on zbrush basics. so I expect you to have some sort of zbrush basic experience.
So enroll now and take your Zbrush sculpt and make it game ready with beautiful textures and Hair.