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Creating a Game Character in Maya and Unity

Detailed guide to creating games models in Maya and Unity, this course has over 80 videos and hours of content...
4.1 (11 ratings)
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165 students enrolled
Created by David Newton
Last updated 11/2016
English
$15 $70 79% off
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Includes:
  • 18.5 hours on-demand video
  • Full lifetime access
  • Access on mobile and TV
  • Certificate of Completion
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Description

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

  • Maya 2013
  • Photoshop CS6
  • Unity 5
  • ZBrush (but this is optional and only to demo quicker workflows)

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!!

Who is the target audience?
  • Beginners and Intermediates would benefit from this course
  • Advanced users might be helped on certain aspects
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What Will I Learn?
Create a good concept
Have an understanding of the games creation pipeline
Confidently model
Understand Texturing
Understand Rigging
Understand UV Layout
Animate and setup animations
Export and Importing
Get assets into Unity
Full understanding of loads of tools in Maya
View Curriculum
Requirements
  • As this is a beginners course you need know nothing
  • It would be handy if you have a working knowledge of Photoshop, Maya and Unity
Curriculum For This Course
Expand All 106 Lectures Collapse All 106 Lectures 18:28:47
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Course introduction and reference
5 Lectures 49:58

Please download all the project files associated with this course :)

This lesson we will have a look at the course outline

Preview 04:34

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 :)

Preview 10:39

Continuing to refine our concept.

The Concept
15:37

Once we havea our concept sketch we will start to add colour and tone.

Colour Up
08:52

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.

Concept Break out
10:16
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Modelling In Maya
97 Lectures 16:52:37

In this lesson we will set Maya up, in preparation for modelling.

Setting up Maya
06:23

OK so lets start building our base mesh.

Modelling our Body
13:55

We take a look at the Image Planes, and then using extrusion we develop our body.

Setting up Image planes and the base mesh.
10:27

We will now show you how to manually set up image planes.

Manual Image planes
16:34

We will now start to further refine the base mesh, paying attention to the geomentry as we go.

Refining the base mesh
18:00

Modelling our base mesh arms.

Adding Arms
16:16

Modelling hands can be tricky I try to use a simple approach to build on.

Adding Hands
13:34

We will now use a bevelling technique to start to refine our face.

Creating the Face and Bevels
13:41

Creating the Face and Bevels - Part 2
06:55

Further facial refinements and the crown added.

Defining Face and Crown
12:56

Defining Face and Crown - Part 2
14:27

Quick bit of modelling for the hair, we will use a animation tool called the lattice deformer to make changes quickly.

Making changes to the head with the lattice deformer
07:18

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

Making changes to the head with the lattice deformer - Part 2
07:18

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.

Making changes to the head with the lattice deformer - Part 3
07:18

Lets now focus our attention on the Leg and Shin Guards.

Creating the Leg and Shin Guards
06:02

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.

Creating the Leg and Shin Guards - Part 2
06:02

We must now refine the boots.

Finishing the Boots
16:16

Lets create nice folds in the pants.

Adding the Trouser Folds
05:19

Adding the Trouser Folds - Part 2
05:19

On to creating our belt.

Adding the Trouser Belt
10:41

Two lectures here covering the armour detailing

Now we tackle the Armour
05:51

Now we tackle the Armour part 2
05:51

FInal armour adjustments.

Armour part 2
12:07

Lets try to create nice plate armour for our model.

Creating Chain Mail
16:02

Final adjustments can be made quickly with the lattice deformer.

Shape the Armour using Lattice Deformer
16:37

Various arm refinements need to be made.

Refining the Arms
18:13

Final hand refinements.

Refining the Hands
13:02

Here I am going to show you techniques for transfering high res detail to a low res model.

Using Transfer Maps tips and tricks
19:33

Second lecture in the course on transfer maps.

Transfer Maps part 2
11:18

In this part of the course sit back and see how you can speed your models pipeline up by using ZBrush.

Importing our model to ZBrush quick tips
12:40

ZBrush part 2, take a breather!

Using ZBrush with Maya quicker workflows
10:54

Its critical to get the head correct, we will spend a bit of time here refining our model.

Back to Maya refining the Head
05:17

Back to Maya refining the Head - Part 2
05:17

More refinement...

More head refining
07:47

More head refining - Part 2
05:17

Modelling a basic ear using method we have already used.

Creating a basic ear
03:23

Finishing our ear.

Ear part 2
08:12

Adding our ear to the head.

Adding our Ear to the Head
10:32

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.

Prepare our model for UV Unwrapping
12:43

Quick dip back to ZBrush to show you how we can easily modify the head geo.
Sit back and watch

Quick dip back to ZBrush tips and tricks
07:07

This part of the course is all about UVs

Prepare our model for UV Unwrapping part 2
09:43

This part of the course is all about UVs

UV Map for Leg and Knee
18:03

This part of the course is all about UVs
UV Map for Trousers
18:22

Testing our UVs quickly

Testing your UV with Custom Checker Maps
16:09

Lets now unwrap the body parts.

UV Unwrap of body
08:37

UV Unwrap of body - Part2
08:37

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.

Head UV Unwrap
17:39

Hair can be done in various ways, in fact I could create a course just on this subject.

Thinking about the hair
08:50

Looking at alphas transparency in Photoshop and Maya

Tips on Hair
04:17

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.

Modelling the Hair
17:28

Hair resculpt.

Resculpting Hair
17:21

Adding the final UV for the hair.

Final Hair UVs
13:04

Finishing the hair at last!

Final Hair UVs part 2
07:33

Remodelling our crown.

Creating the Crown
14:36

UV Checking once again using custom Maps
15:14

Final UV check.

Finishing UVs
20:35

Understanding UV sets and Maps.

Understanding UV sets
07:35

Understanding UV sets - Part 2
07:35

Back to transfer maps for getting high res detail to a low res model.

Using transfer maps to tranfer high res details
10:13

Using transfer maps to tranfer high res details - Part 2
10:13

Creating a chain Mail patch.

Creating a Tileable Chainmail patch
20:54

Creating a texture pattern from our patch.

Chainmail Pattern
05:55

Chainmail Pattern - Part 2
05:55

Adding and positioning our chain mail texture quick dip into Normal maps.

Finishing our chain mail
16:48

Texturing our arm.

Forearms
16:42

Quick Colour part 1
10:19

Quickly colouring our maps.

Quick Colour part 2
07:12

Tricks on texturing the face.

Creating the Face Texture
18:03

FInalising our texture map.

Speed texturing techniques
13:21

Creating normal maps, a handy plugin for Photoshop to create Normal Maps from textures.

Creating Normal Maps
15:26

Hair texturing.

Coming back to the hair for final tweaks
05:56

Coming back to the hair for final tweaks - Part 2
05:56

Creating specular maps are essential to really make your models pop.

How to create a simple specular map
11:52

Bump maps are quick and easy to do in Photoshop.

Creating a bump map
15:06

The cloak and transparency.

Adding Transparency
06:21

Final model cleanup.

Model cleanup
07:01

Modelling a Sword - Basically we recap what we have learnt to date.

Lets create a sword
06:04

Lets create a sword - Part 2
06:04

Setting up animation groups and parenting.

Parenting groups
14:12

Rigging our character for animation.

Animation Joints and Smooth Binding
12:00

A quick side project to show you about rigging and binding.

Robot rig and bind - A Quick lesson
14:46

Set up and scene cleanup
04:49

Setup for rigging

Clean Up part 2
05:22

The model needed to be put into a T-Pose as the A-Pose was causing weighting problems when smooth bound.

Model adjustments for optimal rig bind
05:28

Model adjustments for optimal rig bind - Part 2
05:28

Lets set up our basic rig.

Creating a Basic Rig
06:24

Creating a Basic Rig - Part 2
06:24

Smooth binding our rig to the character.

Binding our Rig to our Geometry - Smooth Bind
02:42

Adjusting skin weights.

Adding Skin Weights
13:45

Creating IK Handles for controlling our joint system.

Adding IK handles to our rig
06:14

IK Overview a quick side lesson on IK Handles.

IK Solvers
09:02

Foot set up

Foot setup
07:21

Creating controllers for our Character.

Animation Controllers
15:05

Adding an aim constraint for our head.

Creating an aim constraint
04:47

Our final rig

Our FInal rig
05:08

Final foot controller.

Final foot controller
01:26

Lets now double check our model.

Double checking model
03:11
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Importing into Unity
4 Lectures 46:12

Using Unity 5 we will do a first run.And set up our Games engine.

Unity set up and first run
14:39

OK the next few videos show you how to import your model into Unity from Maya.

  • First from the Maya file
Direct import from Maya
08:11

Adding an animated Character from Maya

Importing an animated model
08:49

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 :)

FBX Import
14:33

Lets see if you can answer these questions about the course

End of Course Quiz, Quiz!
5 questions
About the Instructor
4.4 Average rating
129 Reviews
7,121 Students
29 Courses
Teacher, Website and 3D Creative Artist

I have worked professionally in many creative sectors for the last 20+ years, being a creative veteran I have taught to advanced level Design, Art, Sculpture, 3D Modelling/Animations/Rendering and Website design.

I have worked for small companies giving me the rare opportunity not to be pigeon holed, it has also meant I have had to keep up with all the latest techniques and technologies.

I currently run a company specialising in multi-disciplined creative design, from 3D animations to CMS websites, Banners, Adverts, Logos and a whole host of other work.

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