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Creating Game Weapons in Maya and ZBrush
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Released Aug 4, 2009
Justin Marshall

Pluralsight

Justin Marshall
In this tutorial we will use a Maya to ZBrush workflow to build and texture a detailed battle hammer.

When working with digital assets, the ability of your computer to manipulate those assets is limited, especially when dealing with very high resolution meshes. For this reason, we use things like normal maps to simulate the high resolution detail in a way that we can more easily use. In this course, we'll use a weathered battle hammer as an example to illustrate some of the ways you can use Maya and ZBrush together to build and sculpt high resolution props and set pieces and create usable assets.

After building the base geometry and laying out UVs in Maya, we'll go through the process of sculpting and texturing the hammer in ZBrush. We'll finish up by applying all of that detail back in Maya to create a high quality, usable prop.

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Partner
Partner
Introduction and project overview
1

Introduction and project overview

 
01:03
Building the base mesh
2

Building the base mesh

 
09:51
Creating a UV layout
3

Creating a UV layout

 
07:25
Transferring geometry to ZBrush
4

Transferring geometry to ZBrush

 
02:37
Sculpting the hammer head
5

Sculpting the hammer head

 
09:20
Painting the hammer head
6

Painting the hammer head

 
10:43
Deforming the handle geometry with textures
7

Deforming the handle geometry with textures

 
03:11
Converting textures to polygon colors
8

Converting textures to polygon colors

 
06:18
Outputting normal maps from ZBrush
9

Outputting normal maps from ZBrush

 
03:27
Moving assets from ZBrush to Maya
10

Moving assets from ZBrush to Maya

 
02:31
Transferring color and normal maps in Maya
11

Transferring color and normal maps in Maya

 
06:21
Creating custom specular maps
12

Creating custom specular maps

 
07:50