and get it game-ready
Software used
ZBrush 4R5, 3ds Max 2012, Photoshop CS5, TopoGun 1.06 W64, 3Point Shader Pro
What you will learn
In this tutorial we will learn the process of creating a detailed killer-monster insect and taking it to a point where its a game-ready mesh, ready to be rigged.

We will go through the entire process from scratch, starting with blocking out the mesh from concept images. Then we will sculpt a detailed high-poly mesh in ZBrush. After the high poly is finalized we will retopologize in TopoGun to get clean efficient geometry, UV unwrap, and bake the high poly information to textures.

Lastly, we will view and take screenshots of the character using the 3-point viewport shader in 3ds Max and touch up the final renders in Photoshop.

Want more? Check out some free helpful resources on Demo Reel and Portfolio Tips from Game Industry Professionals

And more on 10 Things Professional Game Artists Wish They Knew When They First Started
Guest Tutor
Gabe Selinger

45 Lessons

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