
Please download all the project files associated with this course :)
This lesson we will have a look at the course outline
Working in my design programme of choice photoshop, we will start to put togther our concept, using reference material gathered.
Please get in touch if you have any problems in this course I am here for you guys, please remember that, and if you love the course I would be gratefull if you left a review :)
Continuing to refine our concept.
Once we havea our concept sketch we will start to add colour and tone.
Our concept is completed but we now need to think about how we are going to model it, breaking your character up into sections make life a bit easier to visualise.
In this lesson we will set Maya up, in preparation for modelling.
OK so lets start building our base mesh.
We take a look at the Image Planes, and then using extrusion we develop our body.
We will now show you how to manually set up image planes.
We will now start to further refine the base mesh, paying attention to the geomentry as we go.
Modelling our base mesh arms.
Modelling hands can be tricky I try to use a simple approach to build on.
We will now use a bevelling technique to start to refine our face.
Further facial refinements and the crown added.
Quick bit of modelling for the hair, we will use a animation tool called the lattice deformer to make changes quickly.
In this section there is about 5 seconds of footage missing at the very beginning pointed out by Robert Tighe (cheers for that!).
It easy to fix by now you should have a good knowledge of the box modelling techniques, all you need to do is select the tio edges of the head and extude them use the scale tool to mertge them in and finally merge the vertexes as you have done before :)
Any problems let me know!!!
Cheers David
In this video we have extruded the hair using the head, however dont worry about this video as we will tackle the hair later this was just a test later, its a good idea to watch this video as we reuse the lattice deformer.
Lets now focus our attention on the Leg and Shin Guards.
please note in this lesson I have extruded the shin pieces already you have done this lots of times already so should not find it difficult, just select the face and extruded out. Depending on your model you might not want this it's personal choice.
We must now refine the boots.
Lets create nice folds in the pants.
On to creating our belt.
Two lectures here covering the armour detailing
FInal armour adjustments.
Lets try to create nice plate armour for our model.
Final adjustments can be made quickly with the lattice deformer.
Various arm refinements need to be made.
Final hand refinements.
Here I am going to show you techniques for transfering high res detail to a low res model.
Second lecture in the course on transfer maps.
In this part of the course sit back and see how you can speed your models pipeline up by using ZBrush.
ZBrush part 2, take a breather!
Its critical to get the head correct, we will spend a bit of time here refining our model.
Refine the head geometry in Maya by selecting and moving vertices, stretching the head, and merging central verts to improve the head's shape.
More refinement...
Modelling a basic ear using method we have already used.
Finishing our ear.
Adding our ear to the head.
OK so we have covered loads of basic modelling techniques by now should be much much faster using Maya, now we move on to a new phase we need to basically flatten our UV in order to lay textures over the top.
Quick dip back to ZBrush to show you how we can easily modify the head geo.
Sit back and watch
This part of the course is all about UVs
This part of the course is all about UVs
Testing our UVs quickly
Lets now unwrap the body parts.
More unwrapping, hopefully this full on UV editing is sinking in, as you can see there are lots of different steps in creating a character.
Hair can be done in various ways, in fact I could create a course just on this subject.
Looking at alphas transparency in Photoshop and Maya
Redoing the hair.we will use the head as a base first we extract the faces from the head as a base for our hair.
Hair resculpt.
Adding the final UV for the hair.
Finishing the hair at last!
Remodelling our crown.
Apply custom maps to a crown model by adjusting UVs, flipping checkers, scaling textures, and creating new UV sets, preparing for high-detail Textron texturing.
Final UV check.
Understanding UV sets and Maps.
Back to transfer maps for getting high res detail to a low res model.
Creating a chain Mail patch.
Creating a texture pattern from our patch.
Build a chainmail texture for a game character by arranging tiles, adjusting size, and applying color corrections. Generate bump and normal maps, then fine-tune hue, saturation, and levels for realism.
Adding and positioning our chain mail texture quick dip into Normal maps.
Texturing our arm.
Quickly colouring our maps.
Tricks on texturing the face.
FInalising our texture map.
Creating normal maps, a handy plugin for Photoshop to create Normal Maps from textures.
Hair texturing.
Creating specular maps are essential to really make your models pop.
Bump maps are quick and easy to do in Photoshop.
The cloak and transparency.
Final model cleanup.
Modelling a Sword - Basically we recap what we have learnt to date.
Create a sword in Maya by building the blade and scabbard, duplicating and merging geometry, applying color and texture, and preparing for lighting and texture mapping.
Setting up animation groups and parenting.
Rigging our character for animation.
A quick side project to show you about rigging and binding.
Setup for rigging
The model needed to be put into a T-Pose as the A-Pose was causing weighting problems when smooth bound.
Lets set up our basic rig.
Smooth binding our rig to the character.
Adjusting skin weights.
Creating IK Handles for controlling our joint system.
IK Overview a quick side lesson on IK Handles.
Foot set up
Creating controllers for our Character.
Adding an aim constraint for our head.
Our final rig
Final foot controller.
Lets now double check our model.
Using Unity 5 we will do a first run.And set up our Games engine.
OK the next few videos show you how to import your model into Unity from Maya.
Adding an animated Character from Maya
Most 3D Programmes can export into FBX format this lesson shows you how to import these to Unity.
And brings us to the end of this course I hope you have gained speed and skill in all aspects of Games Modelling along the way, please give me a favourable review if you have, if not please contact me and let me help before reviewing me badly :)
For those who have finished the course a massive "Well done!" for those still completing the course "Keep it up!" I just want to say thank you for choosing me and my course, it is really appreciated and means that I can produce more great courses for you in the future!
Stay up to date with the latest courses and development as well as offers from us by visiting me at my website.
Feel free contacting me for a particular course to be created I welcome student feedback and that way I know what you want!
I hope you had fun learning with this course and hope to see you at my other courses, please give me a review if you loved the course, if you did not like it also let me know, I take students opinions very seriously!
"Did you know Monster-Training is a sister brand of UK Online Training Centre, Monster is being phased out so all new courses will be hosted under UK Online Training, so if you want the same experience as Monster pop over to UKOTC, please note I have put all Courses on the UKOTC site so you have one place to get the latest news and offers!"
All the Best David
www.ukonlinetraningcentre.com
Summary of this indepth course
With over 80 videos this course tries to cover all the main elements of creating a games model, that can be imported ito your favourite games engine (in this course we import into Unity5), there are hours and hours of training, and I have tried to be as thorough as possible with a clear direction of our goals.
Programmes used
I have been working hard over the last few months to put this together for you guys, this course was created after one of my you tube subscribers asked for it. It ended up being the biggest course I have ever done, I hope you enjoy it!!