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Dixxl Tuxxs – Indie Game Development Pipeline Volume 5: Boss Character Modeling and Texturing

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Dixxl Tuxxs - Indie Game Development Pipeline Volume 5: Boss Character Modeling and Texturing

Dixxl Tuxxs – Indie Game Development Pipeline Volume 5: Boss Character Modeling and Texturing | 1.89GB

Duration: 2h 49m | Video: AVC (.mp4) 1280×720 15fps | Audio: AAC 32KHz 2ch

Genre: eLearning | Level: Intermediate | Language: English

Software used

ZBrush 4R6, Maya LT 2015, Photoshop CS5
 
What you will learn
If you started the Indie Game Development Pipeline with Volume 1, you’ve had a chance to work on your game concept art, begin creating the actual game functionality, and work on the hero model.

In this volume, we’ll build the geometry for our boss character, a giant cyclops rock monster using ZBrush and Maya LT.

We’ll begin by looking at the concept art and then jump into ZBrush to work up a quick armature. We’ll take that rough geometry into Maya LT where we’ll use polygon modeling tools to modify the basic structure. Back in ZBrush we’ll use several techniques to sculpt stylized rocky detail into our model and add any necessary pieces. We’ll continue the process by painting all of our objects. Finally we’ll use ZBrush and Maya LT to create a cohesive UV layout and output normal and color maps for the objects. Then we’ll bring everything together in Maya LT to preview it.

Once you’ve completed this volume, you can move on to Volume 6 where you’ll go through the process of rigging and animating the hero character using Maya LT. Then you can continue on with volumes on rigging and animating the boss and final game assembly.

These tutorials are step-by-step using our particular concepts, but we really encourage you to have some fun and make it your own.

Dixxl Tuxxs - Indie Game Development Pipeline Volume 5: Boss Character Modeling and TexturingDixxl Tuxxs - Indie Game Development Pipeline Volume 5: Boss Character Modeling and Texturing

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