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.
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!!
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!!!
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.
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.
Adding the final UV for the hair.
Finishing the hair at last!
Remodelling our crown.
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.
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.
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.
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 :)
Lets see if you can answer these questions about the course
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.