If you started the Indie Game Development Pipeline with Volume 1, you've had a chance to work on your game concept art, begin creating the actual game functionality, and work on the hero model. In this volume, we'll build the geometry for our boss character, a giant cyclops rock-monster using ZBrush and Maya LT. Software required: ZBrush 4R6, Maya LT 2015, Photoshop CS5.
If you started the Indie Game Development Pipeline with Volume 1, you've had a chance to work on your game concept art, begin creating the actual game functionality, and work on the hero model. In this volume, we'll build the geometry for our boss character, a giant cyclops rock-monster using ZBrush and Maya LT. We'll begin by looking at the concept art and then jumping into ZBrush to work up a quick armature. We'll take that rough geometry into Maya LT, where we'll use polygon-modeling tools to modify the basic structure. Back in ZBrush, we'll use several techniques to sculpt stylized, rocky detail into our model and add any necessary pieces. We'll continue the process by painting all of our objects. Finally, we'll use ZBrush and Maya LT to create a cohesive UV layout and output normal and color maps for the objects. Then we'll bring everything together in Maya LT to preview it. Once you've completed this volume, you can move on to Volume 6, where you'll go through the process of rigging and animating the hero character using Maya LT. Then you can continue on with volumes on rigging and animating the boss and final game assembly. These tutorials move step by step through our particular concepts, but we really encourage you to have some fun and make it your own. Software required: ZBrush 4R6, Maya LT 2015, Photoshop CS5.
If you started the Indie Game Development Pipeline with Volume 1, you've had a chance to work on your game concept art, begin creating the actual game functionality, and work on the hero model. In this volume, we'll build the geometry for our boss character, a giant cyclops rock-monster using ZBrush and Maya LT. We'll begin by looking at the concept art and then jumping into ZBrush to work up a quick armature. We'll take that rough geometry into Maya LT, where we'll use polygon-modeling tools to modify the basic structure. Back in ZBrush, we'll use several techniques to sculpt stylized, rocky detail into our model and add any necessary pieces. We'll continue the process by painting all of our objects. Finally, we'll use ZBrush and Maya LT to create a cohesive UV layout and output normal and color maps for the objects. Then we'll bring everything together in Maya LT to preview it. Once you've completed this volume, you can move on to Volume 6, where you'll go through the process of rigging and animating the hero character using Maya LT. Then you can continue on with volumes on rigging and animating the boss and final game assembly. These tutorials move step by step through our particular concepts, but we really encourage you to have some fun and make it your own. Software required: ZBrush 4R6, Maya LT 2015, Photoshop CS5.