Stylized Female Character Creation – Complete Game Pipeline
Stylized Female Character Creation – Complete Game Pipeline, available at $19.99, has an average rating of 3.8, with 88 lectures, based on 19 reviews, and has 250 subscribers.
You will learn about Gain practical skills to create professional game characters Learn how to give your character the stylized sculpted appearance Learn important Zbrush tools that will boost your workflow Gain mastery on 3ds Max Retopology tools Understand topology as it relates to the human form Understand the purpose of creating different types of maps for games Master Substance Painter tools Create portfolio-ready render using Marmoset Toolbag This course is ideal for individuals who are Students who want to learn how to learn how to create a game ready character from start to finish or Anyone interested in improving their skills as a game character artist It is particularly useful for Students who want to learn how to learn how to create a game ready character from start to finish or Anyone interested in improving their skills as a game character artist.
Enroll now: Stylized Female Character Creation – Complete Game Pipeline
Summary
Title: Stylized Female Character Creation – Complete Game Pipeline
Price: $19.99
Average Rating: 3.8
Number of Lectures: 88
Number of Published Lectures: 88
Number of Curriculum Items: 88
Number of Published Curriculum Objects: 88
Original Price: $54.99
Quality Status: approved
Status: Live
What You Will Learn
- Gain practical skills to create professional game characters
- Learn how to give your character the stylized sculpted appearance
- Learn important Zbrush tools that will boost your workflow
- Gain mastery on 3ds Max Retopology tools
- Understand topology as it relates to the human form
- Understand the purpose of creating different types of maps for games
- Master Substance Painter tools
- Create portfolio-ready render using Marmoset Toolbag
Who Should Attend
- Students who want to learn how to learn how to create a game ready character from start to finish
- Anyone interested in improving their skills as a game character artist
Target Audiences
- Students who want to learn how to learn how to create a game ready character from start to finish
- Anyone interested in improving their skills as a game character artist
Instructor Info
Manuel Rondon is currently working as a professional 3D artist and part time instructor. He loves both jobs because they allow him to work on what he is passionate about while still having some creative freedom. His advice for students who are just starting out and want to make it in the industry is to be knowledgeable and be open to different areas of 3D art as this can give you more opportunities for jobs. As you gain more experience, you can then specialize in characters, textures, or animations but in the beginning, it’s best to wear as many hats as possible.
Course Info
In this course, you will be taken from start to finish on how to create a female character for video games in a stylized format. We will start by looking at reference photos, were we will plan our whole project. We will analyze the photos, determine our color choices, style and silhouette and the path we will take to create the concept that we want at the end. We will move on to sculpting our high poly and this process will be done using ZBrush. You will learn tips and techniques on building a female character and mistakes that you might run across and how to correct them. After sculpting, we will take our high poly mesh into 3ds Max to retopologize our character. You will learn how to create a low poly version of the character so it can work inside a game engine. Then we will proceed to unwrap our low poly mesh from the full body of the character to each and every armor and prop the character is sporting. After unwrapping, we will go through the method of texturing in a stylized way to achieve the cartoon look that you see in video games such as Overwatch and Sunset Overdrive. To finalize the course, we will go inside Marmoset Toolbag to prepare a nice looking render of our work for our portfolio.
Course Curriculum
Chapter 1: Introduction
Lecture 1: Promo
Chapter 2: Planning Phase
Lecture 1: Intro to Project Part I
Lecture 2: Intro to Project Part II
Chapter 3: High Poly Phase
Lecture 1: Sculpting the Base Model Part 1
Lecture 2: Sculpting the Base Model Part 2
Lecture 3: Sculpting the Base Model Part 3
Lecture 4: Sculpting the Base Model Part 4
Lecture 5: Fixing the Facial Features Part 1
Lecture 6: Fixing the Facial Features Part 2
Lecture 7: Sculpting the Eyebrows
Lecture 8: Sculpting the Hair Part 1
Lecture 9: Sculpting the Hair Part 2
Lecture 10: Sculpting the Hair Part 3
Lecture 11: Sculpting the Hair Part 4
Lecture 12: Sculpting the Hand Part 1
Lecture 13: Sculpting the Hand Part 2
Lecture 14: Creating the Base Clothing Part 1
Lecture 15: Creating the Base Clothing Part 2
Lecture 16: Sculpting the Armor Part 1
Lecture 17: Sculpting the Armor Part 2
Lecture 18: Modeling the Armor
Lecture 19: Modifying the Modeled Meshes
Lecture 20: Getting the Skirt Ready for Sculpting
Lecture 21: Sculpting the Lower Part of the Clothes Part 1
Lecture 22: Sculpting the Lower Part of the Clothes Part 2
Lecture 23: Sculpting the Lower Part of the Clothes Part 3
Lecture 24: Sculpting the Forearm Protection
Lecture 25: Sculpting the Kasazuri
Lecture 26: Sculpting the Sode
Lecture 27: Sculpting the Sune Ate
Lecture 28: Modifying the Skirt
Lecture 29: Fixing the Overall Pose
Lecture 30: Modifying the Belt
Lecture 31: Adding Detail to Her Top
Lecture 32: Refining the Sandals and Lower Leg
Lecture 33: Modeling the Sword
Lecture 34: Adding Details to the Sword Part 1
Lecture 35: Adding Details to the Sword Part 2
Lecture 36: Finalizing the Sculpt Part 1
Lecture 37: Finalizing the Sculpt Part 2
Chapter 4: Low Poly Phase
Lecture 1: Retopologizing the Head Part 1
Lecture 2: Retopologizing the Head Part 2
Lecture 3: Retopologizing the Hair
Lecture 4: Retopologizing the Top Part 1
Lecture 5: Retopologizing the Top Part 2
Lecture 6: Retopologizing the Torso
Lecture 7: Retopologizing the Hand and Forearm Part 1
Lecture 8: Retopologizing the Hand and Forearm Part 2
Lecture 9: Retopologizing the Legs Part 1
Lecture 10: Retopologizing the Legs Part 2
Lecture 11: Retopologizing the Skirt
Lecture 12: Retopologizing the Scarf
Lecture 13: Retopologizing the Main Scarf Piece
Lecture 14: Retopologizing the Pony Tail Part 1
Lecture 15: Retopologizing the Pony Tail Part 2
Lecture 16: Retopologizing the Armor Pieces Part 1
Lecture 17: Retopologizing the Armor Pieces Part 2
Lecture 18: Retopologizing the External Cloth Pieces
Lecture 19: Retopologizing the Sword
Chapter 5: Unwrapping Phase
Lecture 1: Intro to Unwrapping
Lecture 2: Unwrapping the Face
Lecture 3: Unwrapping the Body
Lecture 4: Unwrapping the Hand
Lecture 5: Unwrapping the Hair Strands
Lecture 6: Unwrapping the Skirt and Top Suit
Lecture 7: Unwrapping the Scarf and Belt
Lecture 8: Unwrapping the Armor
Lecture 9: Unwrapping the Sword
Lecture 10: Grouping the UVs
Chapter 6: Texturing Phase
Lecture 1: Baking the Details Part 1
Lecture 2: Baking the Details Part 2
Lecture 3: Explaining Normal Maps and Ambient Occlusion
Lecture 4: Cleaning the Body's Normal Map
Lecture 5: Cleaning the Remaining Maps
Lecture 6: Preparing the File for Texturing
Lecture 7: Texturing the Body Map Part 1
Lecture 8: Texturing the Body Map Part 2
Lecture 9: Texturing the Body Map Part 3
Lecture 10: Texturing the Eyes
Lecture 11: Texturing the Clothes Map Part 1
Lecture 12: Texturing the Clothes Map Part 2
Lecture 13: Texturing the Clothes Map Part 3
Lecture 14: Texturing in Substance Painter Part 1
Lecture 15: Texturing in Substance Painter Part 2
Chapter 7: Rendering Phase
Lecture 1: Intro to Marmoset Toolbag
Lecture 2: Rendering the Final Model Part 1
Lecture 3: Rendering the Final Model Part 2
Lecture 4: (Bonus) The Marmoset Viewer
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: 6 votes
- 4 stars: 5 votes
- 5 stars: 6 votes
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