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Real-Time Character Optimization – From Film to Games by Tomas Sackmann

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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.
Watch online or Download for Free
01 – Intro

01. Intro
02. Topology
03. Polycount
04. Silluette
05. UVs and Baking
06. Examples files

02 – Modeling and Retopo

01. Adjusting Model for Rigging
02. Axe Model
03. Knife Model
04. Neckless Model (Reduce Tool)
05. Belts Model
06. Pants Model
07. Bracelettes
08. Body
09. Eyes

03 – UVs

01. UVs Body
02. UVs Axe
03. UV Knife
04. Neckless Model UVs
05. UV Pants
06. UV Bracelettes (Optimization)
07. UV Eyes
08. Organize UVs

04 – Baking and Textures

01. Intro to Baking
02. Knife Baking
03. Low Res Axe Baking
04. Bracelettes Baking
05. Big Neckless Baking
06. Small neckless Baking
07. Belts Baking (baking meshes together)
08. Pants Baking Transparency
09. Body baking – Multimaterial Mesh
10. Body in Substance 3D Painter
11. Export PBR textures

05 – Hair

01. Haircards
02. Hair Render
03. Positioning Loose Dreadlocks
04. Dreadlocks roots
05. EyeBrows
06. Eyelashes
07. Short Hair
08. Dreadlocks
09. Dreadlock hair card
10. EyeBrows and eyelayes

06 – Model Preparation

01. Organizing the file
02. Applying Materials in Maya
03. Animation (Bonus)
04. Exporting

07 – Lookdev and Lighting

01. Import Model in Marmoset
02. Applying Textures
03. Transparency and Cull Back Faces
04. Hair and Eyes
05. Importing Animation and Turntable
06. Animating Camera
07. Light Rigs
08. Exporting Anim and Images
09. Thank you

Examples-Files Explanation
[CGCircuit] Real-Time Character Optimization – From Film to Games by Tomas Sackmann.7z.001.rar
[CGCircuit] Real-Time Character Optimization – From Film to Games by Tomas Sackmann.7z.002.rar
[CGCircuit] Real-Time Character Optimization – From Film to Games by Tomas Sackmann.7z.003.rar
[CGCircuit] Real-Time Character Optimization – From Film to Games by Tomas Sackmann.7z.004.rar
[CGCircuit] Real-Time Character Optimization – From Film to Games by Tomas Sackmann.7z.005.rar
[CGCircuit] Real-Time Character Optimization – From Film to Games by Tomas Sackmann.7z.006.rar

[CGCircuit] Real-Time Character Optimization – From Film to Games by Tomas Sackmann_Subtitles.7z


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1 Comments

  1. hello please upload this course https://www.cgcircuit.com/tutorial/master-character-lookdev-and-lighting-using-maya-and-arnold

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