Male Character Creation – Complete Game Pipeline
Male Character Creation – Complete Game Pipeline, available at $69.99, has an average rating of 4.15, with 127 lectures, based on 125 reviews, and has 904 subscribers.
You will learn about How to sculpt an amazing male character How to get a perfect proportion so the character looks great in clothing Create realistic cloth and apply details Model armor, sword, belt and other accessories Learn important techniques for hard surface modeling Create aging details such as scratches, damages, and dirt Retopologizing for clean topology and animation-ready Unwrap, bake and create textures Post work and presentation This course is ideal for individuals who are Anyone who wants to know how to make a game-ready character from start to finish or Anyone who wants to improve their skills as a 3D character artist It is particularly useful for Anyone who wants to know how to make a game-ready character from start to finish or Anyone who wants to improve their skills as a 3D character artist.
Enroll now: Male Character Creation – Complete Game Pipeline
Summary
Title: Male Character Creation – Complete Game Pipeline
Price: $69.99
Average Rating: 4.15
Number of Lectures: 127
Number of Published Lectures: 127
Number of Curriculum Items: 127
Number of Published Curriculum Objects: 127
Original Price: $39.99
Quality Status: approved
Status: Live
What You Will Learn
- How to sculpt an amazing male character
- How to get a perfect proportion so the character looks great in clothing
- Create realistic cloth and apply details
- Model armor, sword, belt and other accessories
- Learn important techniques for hard surface modeling
- Create aging details such as scratches, damages, and dirt
- Retopologizing for clean topology and animation-ready
- Unwrap, bake and create textures
- Post work and presentation
Who Should Attend
- Anyone who wants to know how to make a game-ready character from start to finish
- Anyone who wants to improve their skills as a 3D character artist
Target Audiences
- Anyone who wants to know how to make a game-ready character from start to finish
- Anyone who wants to improve their skills as a 3D character artist
Instructor Info
Abraham Leal is the Director and Founder of Critical Hit Studio & Academy. With the studio and academy, he is proud to be able to spread his artistic knowledge to everyone in his hometown and is extremely excited to be working on big entertainment projects in Mexico. What inspired Abraham to be a 3D artist is The Hobbit book and all the lore that surrounds it. Being able to tell stories and share his own voice is what motivates him to create and imagine new and exciting characters. Prior to becoming a 3D artist, he was going to medical school and he decided to do a complete 180 and get into Digital Design and Entertainment Production. When he quit medical school, he couldn’t draw, paint, or sculpt to save his life but he was so convinced of his definite desire and worked hard to turn it into a reality. His advice to artists who want to get into the 3D industry is to practice properly, be patient and stay humble. He believes in always having a goal in mind, and always open to learning and improving.
Course Info
Would you like to know how to sculpt a high resolution full body character and take it to a complete low poly game ready mesh? Would you like to improve your skills as a 3D character artist to boost your portfolio? Then this course is for you.
My name is Abraham Leal. Iām a professional 3D artist with several years of relevant experience and I am the owner of Critical Hit Studio. In this course, I will show you how to create a game character from start to finish.
We will begin by sculpting our character in Zbrush. I will show you the important things you need to watch out for when sculpting a male character, and how to get a perfect proportion so the character will look great with clothing. We will create our cloth in Marvelous Designer and then add extra details in Zbrush to really bring out the quality. We will model our armor, sword and our accessories using Maya, we will cover techniques on how to create clean hard surface edges and a nice organic feel for some specific props. We will create details like scratches and damages to the armor, belt, straps, and the rest of our accessories to truly bring them to life. After creating our high resolution meshes, we will retopologize everything so we can have a clean topology that is animation-ready. Then we will unwrap our models, bake our maps and create our textures. We will then apply all of these textures to our character to further enhance it. Our final result will be an amazing full body male character fitted with clothing and props that is suitable for animation and game engine.
From sculpting your character, to retopologizing and creating proper UVs, to texturing and presentation, by the end of this course, you will have a professional game-ready character. Commit to being the best artist you can be. Be actively engaged in the pursuit of success. When you put in the work with patience and effort, achievement will follow. Come and join me in this course at Victory3D.
Course Curriculum
Chapter 1: Introduction
Lecture 1: Introduction
Lecture 2: Project Breakdown
Chapter 2: Sculpting & Modeling
Lecture 1: Body Types BaseMesh
Lecture 2: Proportions and Body Adjustments
Lecture 3: Blocking of the Face
Lecture 4: Features of the Face Part 1
Lecture 5: Features of the Face Part 2
Lecture 6: Blocking of the Hair
Lecture 7: Sculpting the Ear and Model Preparation
Lecture 8: Intro to Marvelous Designer
Lecture 9: Creating the Shirt
Lecture 10: Creating the Pants & Exporting Cloth
Lecture 11: Checkpoint and Adjustments
Lecture 12: Customization & Materials
Lecture 13: Sculpting Folds
Lecture 14: Sculpting Shirt Details
Lecture 15: Modeling the Collar
Lecture 16: Sculpting the Collar
Lecture 17: Modeling the Cape Part 1
Lecture 18: Modeling the Cape Part 2
Lecture 19: Modeling the Cape Part 3
Lecture 20: Modeling the Belt
Lecture 21: Modeling the Belt Buckle
Lecture 22: Modeling the Side Bag
Lecture 23: Modeling the Side Bag Insignia
Lecture 24: Modeling the Secondary Bag
Lecture 25: Modeling the Tertiary Bag
Lecture 26: Modeling the Chest Belt
Lecture 27: Modeling the Insignia
Lecture 28: Modeling the Shoulder Pad
Lecture 29: Modeling the Pants & Protection
Lecture 30: Modeling the Pants Straps
Lecture 31: Modeling the Shoulder Armor
Lecture 32: Modeling the Glove Part 1
Lecture 33: Modeling the Glove Part 2
Lecture 34: Modeling the Glove Part 3
Lecture 35: Modeling the Boot Part 1
Lecture 36: Modeling the Boot Part 2
Lecture 37: Modeling the Boot Part 3
Lecture 38: Organizing Props in Zbrush
Lecture 39: Sculpting Metal Props Part 1
Lecture 40: Sculpting Metal Props Part 2
Lecture 41: Sculpting Metal Props Part 3
Lecture 42: Sculpting the Braces
Lecture 43: Sculpting the Cape
Lecture 44: Sculpting the Pants
Lecture 45: Sculpting the Leg Protections
Lecture 46: Sculpting the KneePads and Bags
Lecture 47: Sculpting the Lower Cape
Chapter 3: Retopology
Lecture 1: Preparing the Model for Retopology
Lecture 2: Retopology of the Face Part 1
Lecture 3: Retopology of the Face Part 2
Lecture 4: Retopology of the Face Part 3
Lecture 5: Adding High Frequency Detail
Lecture 6: Retopology of the Neck Part 1
Lecture 7: Retopology of the Neck Part 2
Lecture 8: Retopology of the Shoulder Part 1
Lecture 9: Retopology of the Shoulder Part 2
Lecture 10: Retopology of the Chest Part 1
Lecture 11: Retopology of the Chest Part 2
Lecture 12: Retopology of the Chest Part 3
Lecture 13: Retopology of the Abdomen
Lecture 14: Deformation Test
Lecture 15: Retopology of the Hands Part 1
Lecture 16: Retopology of the Hands Part 2
Lecture 17: Retopology of the Hands Part 3
Lecture 18: Retopology of the Forearm Part 1
Lecture 19: Retopology of the Forearm Part 2
Lecture 20: Retopology of the Legs Part 1
Lecture 21: Retopology of the Legs Part 2
Lecture 22: Retopology of the Boots Part 1
Lecture 23: Retopology of the Boots Part 2
Lecture 24: Retopology of the Feet Part 1
Lecture 25: Retopology of the Feet Part 2
Lecture 26: Finishing the Pants
Lecture 27: Retopology of the Belt
Lecture 28: Combining the Body
Lecture 29: Retopology of the Metal Props Part 1
Lecture 30: Retopology of the Metal Props Part 2
Lecture 31: Retopology of the Leather Shoulder Pad
Lecture 32: Retopology of Bags Part 1
Lecture 33: Retopology of Bags Part 2
Chapter 4: Unwrapping, Baking & Texturing
Lecture 1: Preparing the Character for UVs
Lecture 2: UVs Process Overview
Lecture 3: Uving the Body
Lecture 4: Uving the Head
Lecture 5: Adding the Inner Mouth
Lecture 6: Uving the Props
Lecture 7: Organizing Our UVs
Lecture 8: Preparing the File for Baking
Lecture 9: Baking the Textures
Lecture 10: Reviewing the Bakes
Lecture 11: Texturing the Upper Body Part 1
Lecture 12: Adding the Missing Belt
Lecture 13: Texturing the Upper Body Part 2
Lecture 14: Texturing the Upper Body Part 3
Instructors
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Victory3D LLC
Dedicated to Transforming The Way Artists Create
Rating Distribution
- 1 stars: 1 votes
- 2 stars: 1 votes
- 3 stars: 11 votes
- 4 stars: 29 votes
- 5 stars: 83 votes
Frequently Asked Questions
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