Sunday, February 8, 2009

T0374 - Digital Tutors - Modeling Next Gen Characters in XSI

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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 XSI8:56
2.Creating initial geometry for the head7:52
3.Building and modifying geometry for the eye7:30
4.Creating additional geometry for the face7:32
5.Building out geometry for the nose, cheeks and forehead12:03
6.Symmetrizing geometry for the face10:33
7.Making final adjustments to the face geometry11:44
8.Creating base geometry for the face mask12:31
9.Adding finishing details to the face mask9:01
10.Beginning the process of building the hair6:28
11.Modeling additional detail into the hair9:55
12.Finalizing the modeling of the hair11:38
13.Creating the pony tail for the hair15:27
14.Building geometry for the neck and ears16:19
15.Finalizing construction of the head and neck7:53
16.Creating initial geometry for the torso10:59
17.Blocking in the shape of the torso9:37
18.Modeling geometry for the pelvis and hips8:59
19.Building and merging geometry for the legs8:20
20.Beginning the process of modeling the boots9:21
21.Blocking in shapes for the foot and heel7:09
22.Finalizing construction of the boot7:03
23.Building out the shoulders and arms9:24
24.Refining the geometry for the arms8:44
25.Blocking out the shapes for the hands5:51
26.Connecting the fingers to the hand12:08
27.Attaching the thumb and smoothing the hand7:47
28.Joining the hand to the rest of the body6:41
29.Building out the chest area9:39
30.Making additional modifications to the chest geometry9:29
31.dding final adjustments to the upper body geometry9:31
32.Modeling the abdomen armor plates7:36
33.Constructing the armor around the waist7:42
34.Creating the chest armor6:22
35.Building the chest armor strap9:28
36.Refining the chest armor geometry9:14
37.Adding final adjustments to the chest armor8:04
38.Adding detail to the elbows and knees10:25
39.Creating the geometry for the leg armor9:37
40.Building the back armor12:00
41.Modeling the collar of the armor suit10:28
42.Refining the geometry for the hair11:06
43.Constructing the leg strap and buckle9:24
44.Making various refinements to the body8:41
45.Building out the shoulder armor6:10
46.Adding hair strands to the pony tail8:46

Total Run Time:


7:11:25

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