Learn production modeling techniques and an innovative workflow to creating clean topology, working within polygon restrictions, and building assets from reference art. Contains over 7 hours of project-driven training for artists learning the creative and technical processes of character creation for next-generation games.Popular highlights include:
- Rotoscope Preparation
- Building to Reference Art
- Blocking-in Forms
- Working with Polygon Budgets
- Adding Muscle Flow
- Modeling with Symmetry
- Reducing Model Resolution Manually
- Merging and Welding Geometry
- Creating Efficient Geometry
- Strategically Adding Detail
- Extruding Geometry
- Splitting and Adding Edges
- Extracting Geometry
- Simplifying Shapes
- Proportional Modeling
- Adjusting Pivot Points
- Creating Useful Topology
- Modeling from Primitives
- Checking Character for Appeal
Lesson Outline:
| 1. | Setting up Rotoscopes in XSI | 8:56 |
| 2. | Creating initial geometry for the head | 7:52 |
| 3. | Building and modifying geometry for the eye | 7:30 |
| 4. | Creating additional geometry for the face | 7:32 |
| 5. | Building out geometry for the nose, cheeks and forehead | 12:03 |
| 6. | Symmetrizing geometry for the face | 10:33 |
| 7. | Making final adjustments to the face geometry | 11:44 |
| 8. | Creating base geometry for the face mask | 12:31 |
| 9. | Adding finishing details to the face mask | 9:01 |
| 10. | Beginning the process of building the hair | 6:28 |
| 11. | Modeling additional detail into the hair | 9:55 |
| 12. | Finalizing the modeling of the hair | 11:38 |
| 13. | Creating the pony tail for the hair | 15:27 |
| 14. | Building geometry for the neck and ears | 16:19 |
| 15. | Finalizing construction of the head and neck | 7:53 |
| 16. | Creating initial geometry for the torso | 10:59 |
| 17. | Blocking in the shape of the torso | 9:37 |
| 18. | Modeling geometry for the pelvis and hips | 8:59 |
| 19. | Building and merging geometry for the legs | 8:20 |
| 20. | Beginning the process of modeling the boots | 9:21 |
| 21. | Blocking in shapes for the foot and heel | 7:09 |
| 22. | Finalizing construction of the boot | 7:03 |
| 23. | Building out the shoulders and arms | 9:24 |
| 24. | Refining the geometry for the arms | 8:44 |
| 25. | Blocking out the shapes for the hands | 5:51 |
| 26. | Connecting the fingers to the hand | 12:08 |
| 27. | Attaching the thumb and smoothing the hand | 7:47 |
| 28. | Joining the hand to the rest of the body | 6:41 |
| 29. | Building out the chest area | 9:39 |
| 30. | Making additional modifications to the chest geometry | 9:29 |
| 31. | dding final adjustments to the upper body geometry | 9:31 |
| 32. | Modeling the abdomen armor plates | 7:36 |
| 33. | Constructing the armor around the waist | 7:42 |
| 34. | Creating the chest armor | 6:22 |
| 35. | Building the chest armor strap | 9:28 |
| 36. | Refining the chest armor geometry | 9:14 |
| 37. | Adding final adjustments to the chest armor | 8:04 |
| 38. | Adding detail to the elbows and knees | 10:25 |
| 39. | Creating the geometry for the leg armor | 9:37 |
| 40. | Building the back armor | 12:00 |
| 41. | Modeling the collar of the armor suit | 10:28 |
| 42. | Refining the geometry for the hair | 11:06 |
| 43. | Constructing the leg strap and buckle | 9:24 |
| 44. | Making various refinements to the body | 8:41 |
| 45. | Building out the shoulder armor | 6:10 |
| 46. | Adding hair strands to the pony tail | 8:46 |
Total Run Time: | 7:11:25 |
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