Professional Series: Creating Character Variation with Texture Maps
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Released Sep 1, 2012
In this course we will discuss workflows involved in creating swappable maps to define different characters using identical geometry. In many cases, games for instance, you may have some basic characters that are used for background. In the case of a sports game, you may have cheering fans in the crowd. While the animation, and thus the base geometry, can remain the same, the characters need to look different based on the teams, locations, etc... In this course we'll learn to create multiple characters and then bake maps based on identical geometry to swap out the different characters on a previously animated mesh.
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