Release date:2023, August
Duration:04 h 25 m
Author:Tomas Sackmann
Skill level:Beginner
Language:English
Exercise files:Yes
In this online course, viewers will learn the essentials of creating game-ready characters and the techniques for converting a VFX mesh in real-time. Using the character from our previous studies as an example, students will create a real-time mesh ready to be imported into a real-time engine. They will use industry-standard software such as Maya, Zbrush, Substance 3D Painter, and Marmoset Toolbag for presentation.
Students will gain a solid understanding of the critical elements required to create a game-ready mesh, including how to reduce polygons while maintaining UVseries courses and how to create optimized textures that work in real-time. By the end of the period series, they will have developed a robust skill set that can be applied to their own projects and further studies in game development or VFX.
This course is designed mainly for:
- Beginners who have completed previous with prior knowledge of the software and have acquired some experience using the software.
- Intermediate and advanced artists who have prior knowledge of the software being used.
- Advanced VFX artists who want to transition to games.
The course is divided into seven chapters, each covering essential topics such as the differences between VFX and games, retopology, UVs, opt, itemized textures and baking, and look dev and lighting in Marmoset Toolbag.
Key Takeaways:
- Understanding the differences between VFX and game development.
- Creating game-ready assets, including characters and assets.
- Retopologizing for game optimization.
- Creating UVs for all character assets to work in real-time.
- Transferring textures from VFX mesh to game-ready mesh.
- Baking mesh maps for real-time
- Using Marmoset Toolbag to create fantastic portfolio presentations.
I am a designer, 3D Character and Asset artist from Argentina working as a Senior Character and Creature Artist in Dneg Vancouver. I love to work on realistic characters and I try to push my limits in each piece.
I worked on Marvel projects like She-Hulk and Black Panther, Wakanda Forever, and Stranger Things 4.
Two of my main personal projects were the “Bedouin Elf ” and ‘’Alejandro – Gaucho Argentino’’. With the Bedouin Elf, I was lucky enough to get it selected on the Zbrush Summit 2020 Highlights, which gave me a lot of exposure. Thanks to this project, I was invited to collaborate with Adobe Substance 3D Painter to create ‘’Alejandro’’ for the Substance 3D Magazine.
I am excited about sharing my workflow with you and helping you to take the first steps in this fantastic world of character creation.
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hello please upload this course https://www.cgcircuit.com/tutorial/master-character-lookdev-and-lighting-using-maya-and-arnold