
In this DVD, Richard Smith guides you through modeling a Next-Gen game character. Richard starts with a rough concept design and then creates a low-res base mesh. From there he sculpts each part in ZBrush with special attention paid to creating realistic clothing folds. Once each part is completely sculpted Richard retopologizes it inside of Maya using a plug-in called Nex. Finally, using XNormal he creates the normal map and then sets everything up in Maya. This DVD is intended for artists with a basic understanding of polygon modeling in Maya, but the techniques he demonstrates could be applied using other 3D modeling software.
* Low-Res Base Mesh
* Realistic Clothing Folds
* Legs, Torso and Backpack
* Using Nex and XNormal
* Game Geometry
01. Overview
02. Reference and Block Out Model
03. Legs
04. Torso
05. Backpack
06. Game Geometry
System Requirements
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