
Create a cyber reptile game character by converting high-poly assets to low-poly in 3ds Max, texturing in Substance Painter, and presenting with Marmoset Toolbag turntable renders.
Export a complete Zbrush project by preparing subtools with real subdivisions, merging components, and using decimation master to generate clean high- and low-poly versions for efficient baking and export.
Start retopology by importing the body and decimated meshes, organizing them into layers, and using a plane as drawing surface to build a clean low-poly mesh.
Retopology 2 teaches refining a crocodile character by optimizing geometry with clean quad topology, avoiding triangles, and preparing game-ready meshes through bridges, subdivision, and baking maps.
Master retopology for game characters by shaping symmetry, adding geometry to protruding areas, bridging polygons, and refining triangles for clean, efficient topology.
Retopology 4 teaches normal map baking and careful polygon planning for a cyber reptile character. Manipulate triangles, control polycount, and refine tubes and arms with patience to ensure animation-ready topology.
Master retopology techniques to convert high-poly crocodile armor into a precise low-poly silhouette through careful edge flows, bridges, and polygon triangles, with baking for game-ready detail.
Master retopology for armor in a low poly workflow by optimizing triangles and edge loops, detaching the arm for easier hand topology, and preparing for baking textures and future animations.
Fix the finger by adjusting points and fitting each finger for hand topology. Create clean low-poly geometry by bridging and collapsing edges, then bake textures and normal maps for animation.
Retopology of the back for a cyber reptile character builds a clean low-poly back mesh with proper edge flow, preparing baking and texturing in Substance Painter.
Watch a practical retopology head workflow in Max, shaping the reptile character's head with careful polygons, edge bridges, eyelid loops, and teeth separation for rigging realism.
Retopology 11 guides building a reptile game character head, adding eye and nostril geometry, bridging polygons, creating loops, and optimizing topology for clean baking and textures later.
Finish the upper body retopology by cleaning up triangles, creating clean edge loops, bridging edges, collapsing edges, and aligning vertices, while diagnosing twists and stray polygons.
Master retopology for a clean, lighter tail in a cyber reptile game character by building scales, using bridge tools, deleting unwanted polygons, and refining geometry for a solid render.
Perform retopology on the legs of the cyber reptile character, finalize the tail, and separate leg geometry to ease animation, while planning polygons, unwrapping, and baking for UV coordinates.
Discover practical retopology techniques for robotic character legs, separating upper and lower sections to prevent distortion, optimize baking, and ensure clean unwrapping across Max, Maya, or Blender workflows.
Learn retopology techniques for a cyber reptile character, focusing on finishing the feet, teeth, tongue, knee and eye regions, improving topology, reducing polygons, and preparing for UV mapping and texturing.
Finish retopology for the cyber reptile, optimizing teeth geometry to about 2k triangles and using symmetry with edge collapse, preparing the model for UVs in the next video.
Master starting UV mapping for a cyber reptile game character by unwrapping, detaching limbs, selecting edge loops, and aligning seams to ensure clean, non-overlapping wraps.
Master uv mapping for a cyber reptile character, covering manual seams, unwrapping, symmetry, and two texture sets to enhance baking and texture detail.
Finish the uv mapping of the cyber reptile model by unwrapping it, placing seams for clean edges, and packing teeth, tongue, and limbs into texture maps for head and body.
Learn to prepare and bake a cyber reptile in substance painter by separating upper and body parts (eyes, tongue) and exporting texture maps with two materials: upper and body.
Design and texture a cyber reptile character using substance painter: name and organize layers, apply masks, paint with symmetry, and layer color, curvature, and overlays for metal and skin details.
Develop a cyber reptile character in Substance Painter by configuring MSF, applying body textures, enabling immersive effects, and painting masks for eyes and scales.
Substance Painter guides base creation, metal and dirt layering, and height, normal, and roughness mapping with smart masks and procedural patterns to create oil leaks on the cyber reptile.
Refine the reptile's game character by adjusting masks, dirt, and gloss to enhance scales, metal contrast, ambient occlusion, normal maps, and baked low poly textures for cinematics.
Lighten the scales, reduce dirt, and add color with gloss and multiply layers, brushing for organic variation. Use symmetry and uv coordinates, add blood splatters and text, then render.
Render the reptile character in Iray inside Substance Painter, adjust lighting, environment rotation, and exposure, export textures for Marmoset Toolbag, and create turntable and wireframe previews.
Demonstrate a high poly to low poly workflow using decimated meshes and export textures with metallic roughness and normal maps for use in Marmoset and Unreal Engine.
Instructor Info
Nikolay Naydenov is a Senior Character Artist currently working in Gameloft. Nikolay always had deep interest in art. In his spare time he was either reading a book or scribbling on a notebook ever since he was a child. He has been in the game industry since 2007 and had worked in many projects. The project that he is most proud of is the game titled March of Empires. He loves his job as a character artist especially when he is given freedom to do his own concepting and ideas. His advice for everyone just starting out is to spend lots of time learning software programs, be efficient and fast, and also spend many hours learning the anatomy, studying faces, and muscles underneath the skin. As every profession, to be good at something, you have to practice a lot. He recommends students to always look for improvement and never settle. He believes good things require sacrifice of time and other pleasures and this can turn your passion into a profession.
Course Info
In this course, we will make a high resolution character that we sculpted in Zbrush ready for production. First, we will start by exporting the high poly parts using the decimation master tool in Zbrush. Then we will import them in 3ds Max and start making the low poly by retopologizing the decimated meshes. We will learn how to retopologize, make the most out of our forms and follow the silhouette with fewer polygons. Then we will make the UV coordinates for our low poly in 3ds Max with little help from Zbrush. After that, we will bake the textures from high to the low poly using Substance Painter. Then we will continue in Substance Painter to make the texture. You will learn how to create realistic painted metal, scales, dirt and more. We will make our textures super detailed using various layering techniques and strategic hand painting. We will even go through the process of creating emissive materials to further enhance our model. We will present our model using Substance Painter's Iray Render and then later on put it inside Marmoset to create a turntable video that will allow us to display our model in the best possible light. At the end, our amazing model will be ready for animation and game engine.