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Creating Game Characters with 3ds Max and ZBrush
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Released Feb 1, 2011
Justin Marshall

Pluralsight

Justin Marshall
In this tutorial we will use 3ds Max to create a game-type, low-resolution character from a highly detailed model. Creating appealing characters is a lot of fun when using powerful sculpting applications like Zbrush or Mudbox in conjunction with 3ds Max. We are able to create models with a very high level of detail in our sculpting applications. But getting those characters into a lower resolution state suitable for rigging and animation can be a little more challenging. In this tutorial, we will go through the process of using 3ds Max and Zbrush to convert a high resolution, sculpted and painted character into a low resolution game-type mesh that can be rigged and animated. We will start by using Decimation Master to reduce the resolution of our model drastically while retaining much of the visual detail. Once we are in 3ds Max, we will build low resolution geometry around these detailed meshes so we can capture the important shapes of the character. We will create uv layouts for the low resolution pieces and finally extract the color and sculpted detail from our high res pieces onto the new mesh. In the end we will have taken a model of 20 million polygons down to approximately 8000 triangles. Once you are done, you will be able to use the workflow to transfer and convert your own high resolution characters into a more useable state.
Partner
Partner
Introduction and project overview
1

Introduction and project overview

 
01:21
Splitting up the character's body
2

Splitting up the character's body

 
08:29
Preparing and exporting the body
3

Preparing and exporting the body

 
11:41
Preparing and exporting the clothing
4

Preparing and exporting the clothing

 
08:21
Preparing and exporting the eyes
5

Preparing and exporting the eyes

 
03:48
Transferring high resolution pieces to 3ds Max
6

Transferring high resolution pieces to 3ds Max

 
05:10
Building the low resolution legs
7

Building the low resolution legs

 
12:18
Adding the belt and buckle
8

Adding the belt and buckle

 
12:29
Finishing the low resolution pants
9

Finishing the low resolution pants

 
08:47
Creating a UV layout for the pants and boots
10

Creating a UV layout for the pants and boots

 
12:36
Modifying the eyes
11

Modifying the eyes

 
04:00
Beginning on the character's head
12

Beginning on the character's head

 
11:54
Working on the moustache
13

Working on the moustache

 
06:00
Finishing the head
14

Finishing the head

 
10:18
Modifying the arms
15

Modifying the arms

 
10:46
Finishing the hands
16

Finishing the hands

 
11:27
Creating a UV layout for the body
17

Creating a UV layout for the body

 
09:27
Beginning the character's torso
18

Beginning the character's torso

 
10:21
Finishing the main vest shape
19

Finishing the main vest shape

 
07:25
Adding the vest collar
20

Adding the vest collar

 
08:54
Adding details to the torso
21

Adding details to the torso

 
08:44
Creating a UV layout for the torso
22

Creating a UV layout for the torso

 
11:39
Creating color and normal maps for the body
23

Creating color and normal maps for the body

 
13:53
Creating color and normal  maps for the legs
24

Creating color and normal maps for the legs

 
13:17
Creating color and normal maps for the torso
25

Creating color and normal maps for the torso

 
11:06
Creating specular maps
26

Creating specular maps

 
16:26