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Creating Game Characters with ZBrush and TopoGun
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Released Dec 1, 2011
Justin Marshall

Pluralsight

Justin Marshall
In this tutorial we're going to use ZBrush and TopoGun to convert a very high resolution female hero character into a lower resolution game-type model. Sculpting applications like ZBrush are great for creating extremely detailed models, complete with surface texture and color. But to be able to rig, animate, or integrate these models into a game engine, we first have to convert the model to a much lower resolution. TopoGun is a great tool for taking our detailed meshes and allowing us to very intuitively redraw this new topology. In addition, it will allow us to project all of the mesh's detail onto maps. In this way we can use a lower resolution version of the model, while it still appears very detailed. We will start the tutorial by preparing and exporting our dense meshes from ZBrush and then bring those into TopoGun as references. We'll use several tools in TopoGun to literally draw new base geometry right onto the high resolution meshes. We'll look at several of the tools available and how we can manipulate and change topology once it's been created. Once the topology is done, we'll create UVs for the new pieces and then generate maps for the detail and color information. Once we're done with the tutorial you'll have created your own game-type character from a very dense sculpt and you'll have the knowledge you need to repeat the process on your own creations.
Introduction and project overview
1

Introduction and project overview

 
01:20
Preparing the sculpted boots
2

Preparing the sculpted boots

 
08:23
Preparing the sculpted pants
3

Preparing the sculpted pants

 
06:38
Preparing the sculpted arms
4

Preparing the sculpted arms

 
10:02
Preparing the sculpted body
5

Preparing the sculpted body

 
06:34
Preparing the large belt
6

Preparing the large belt

 
05:32
Preparing the hair
7

Preparing the hair

 
05:59
Creating new topology for the boots
8

Creating new topology for the boots

 
11:38
Creating new topology for the pants
9

Creating new topology for the pants

 
10:00
Creating new topology for the left arm
10

Creating new topology for the left arm

 
10:44
Reusing geometry in creating topology for the right arm
11

Reusing geometry in creating topology for the right arm

 
04:48
Creating new topology for the body
12

Creating new topology for the body

 
09:18
Finishing the body topology
13

Finishing the body topology

 
12:46
Creating new topology for the belt
14

Creating new topology for the belt

 
06:45
Creating UVs for the arms
15

Creating UVs for the arms

 
09:56
Creating UVs for the body
16

Creating UVs for the body

 
10:46
Finishing the UV layout
17

Finishing the UV layout

 
07:27
Generating maps for the boots and legs
18

Generating maps for the boots and legs

 
07:37
Generating maps for the body and arms
19

Generating maps for the body and arms

 
05:33
Assembling geometry and setting up materials
20

Assembling geometry and setting up materials

 
09:32
Adding finishing touches to the model
21

Adding finishing touches to the model

 
12:02