- Introduction to the Tutorial
- How to view in 1080p
Online
₹ 455 3,499
Quick facts
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Medium of instructions
English
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Mode of learning
Self study
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Mode of Delivery
Video and Text Based
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Course overview
Complete Game Character Workflow 01 Character Modeling online course is designed to walk the student through the complete process and prepare them to be ready to develop game engine-ready characters. This course covers everything that one needs to know about game character modeling, from sculpting through topology, UV mapping, graphic designing, and baking. The course also teaches about implementing alternatives for hair cards, simulating garments, and other technically complex problems that can occur in the production of a significant character while developing a game.
Complete Game Character Workflow 01 Character Modeling online certification is designed by Ambience Lee - Game Developer & Professor and presented by Udemy, a US-based ed-tech organization aimed at providing professional skill development courses. Students enrolling in the Complete Game Character Workflow 01 Character Modeling online training are advised to have a prior understanding of Maya and ZBrush to improve their overall learning experience. The course also provides 41 hours of extensive video content along with 3 downloadable resources to assist students while they are not connected to the internet.
The highlights
- Certificate of completion
- Self-paced course
- English videos with multi-language subtitles
- 41 hours of pre-recorded video content
- 3 downloadable resources
- 30-day money-back guarantee
- Unlimited access
- Accessible on mobile devices and TV
Program offerings
- Certificate of completion
- Self-paced course
- English videos with multi-language subtitles
- 41 hours of pre-recorded video content
- 3 downloadable resources
- 30-day money-back guarantee
- Unlimited access
- Accessible on mobile devices and tv
Course and certificate fees
Fees information
certificate availability
certificate providing authority
What you will learn
After completing the Complete Game Character Workflow 01 Character Modeling certification course, students will gain knowledge about character modeling and design. Students will be able to develop game characters using sculpting software such as Substance Designer, Zbrush, Maya, and Mari. Students will learn about human anatomy, proportion, and topology. Students will also learn how to create stunning outfits using Marvelous Designer garment creation techniques.
Who it is for
The syllabus
Intro
Body Sculpting
- ZBrush_Basic_Control_and_Brushes
- ZBrush Head Basic Structures
- Eye Socket, Nose and Mouth
- Sculpt Eye Shape
- Fine_tune_Basic_Shapes 4x
- Head_Detail_Refine_01
- Head_Detailing_Refine_02
- Fast_Forward_Detailed_Fine_Tuning
- Torso_Structure
- Torso_Muscles
- Torso_Muscles_Continued
- Leg_Basic_Shapes
- Leg_Details
- Arm_Basic_Shapes
- Arm_Refine
- Add_feet_and_hands
- Refine_Bigger_porportion
- Fuse_hand_and_foot_and_ZRemesher
- Hands_Basic_Shape_Refine
- Hand_Enhance_Base_Shapes
- Global_Refine
Body Retopology
- Moving_To_Maya_And_Retopo
- Finish_Eye_Area
- Finish_Nose_Area
- Finish_Mouth_Area
- Finish_Bottom_and_Side_of_the_Face
- Fill_In_the_Ear_Shape
- Finish_Head
- Finish_Neck
- Upper_Torso
- Finish_Torso
- Finish_Leg
- Finish_Foot
- Finish_Arm
- Index_Finger
- Fast_Forward_Othe_Fingers
- Finish_Hand
- Refine_Topology
- Finish_Internal_Cavities
- Create_UV
- Back_To_ZBrush_And_Project
Hair Creation
- Hair_Brush_Base_Model
- Create_Hair_Brush
- How_To_Use_The_Hair_Brush
- Hair_Creation_Fast_Forward
- Make_Pony_Tail
- Refine_Hair_Shape
- Refine_Hair_Faster_Forward
Garment Creation with Marvelous Designer
- Transfer_Model_To_Marvelous_Designer
- Marvelous_Designer_Basics
- Create_Pants_Basic_Patterns
- Create_Pants_Darts_and_front_pocket
- Detailing_the_back_of_the_pants
- Create_and_Sew_Belt
- Belt_Holders
- Front_Fliper_and_Detailing_With_Internal_Line
- Blocking_Bra
- Finishing_Bra
- Blocking_Jacket
- Jacket_Collar
- Jacket_Sleeve
- Jacket_Refine_01
- Jacket_Refine_02
- Jacket_Refine_03
- Jacket_Refine_04_LayerClone
- Export_Jacket_To_ZBrush
- Export_Others_To_ZBrush
ZBrush_Garment_Refine
- ZBrush_Custom_UI
- Refine_Jacket_Shape_and_Seams
- Add_Zipper_to_Pockets
- Add_Zipper_to_the_middle_part
- Add_Zipper_to_the_middle_part_continued
- Add_Zipper_to_the_Sleeve
- Refine_Bra_Shape
- Belt_Thinkness_and_holes
- Belt_buckle
- Belt_metal_holes
- Add_Thickness_to_Pants
Create Boots
- Create_Socks
- Boots_Basic_Shape
- Boots_Bottom_Piece
- Boots_Toe_Patch
- Boots_Side_and_Base_Pieces
- Boots_inside_Piece
- Boots_shoe_lace_holes
- Boot_Detailing_Metal_Hole_and_Zipper
- Boot_Detailing_Tweek_Big_Shape_And_Add_Lace
- Boot_Laces_fast_forward
- Boot_Tie_Laces
- Boot_Convert_ZSphere_to_Geometry
- Boot_Back_Patch
Extra Modeling and Detailing
- Block_Gloves
- Add_Fishnet
- Add_Shoulder_Patch
- Add_Small_Foldings
- Fold_Sculpting_Fast_Forward
- Modeling_Bullet_01
- Modeling_Bullet_02
- Create_and_use_the_bullet_brush
- Create_Threading_Holes_for_the_bra
- Bra_Lace_Fast_Forward
- Create_Lace_Holde
Waist Pack and Utilities
- Waist_pack_01_belt
- Waist_pack_02_pack_base
- Waist_pack_Create_Main_Shape
- waist_pack_Create_Small_Pocket
- waist_pack_Refine_and_add_detail_01
- waist_pack_Refine_and_add_detail_02
- waist_pack_Back_To_ZBrush
- waist_pack_belt_holder_01
- waist_pack_belt_holder_02
- waist_pack_belt_holder_03
- waist_pack_belt_holder_04
- waist_pack_belt_holder_05
- waist_pack_belt_holder_Fast_Forward_x4
- waist_pack_base_detailing
- waist_pack_body_detailing_01_cap
- waist_pack_body_detailing_02_zipper
- waist_pack_body_detailing_03_Buckle
- Model_other_Belt_01
- Model_other_Belt_02
- Model_other_Belt_03_blades
- Warping_up_belts
Extra Zbrush Detailing techniques
- Detailing_Pants_01
- Detailing_Pants_02
- Creating_Edge_Woble_brush
- Trying_Out_Other_Brushes
- Refine_the_Pants_With_New_Brushes
- Refine_the_Shape_of_the_Boots
- Adding_Folds_to_the_Boots
- Adding_Teeth_to_the_Boots
- Extra_Detail
- Inperfections_01
- 3D_Alphas_01
- 3D_Alphas_02
- 3D_Alphas_03
- Use_3D_Alphas_to_Add_Detail
- Use_3D_Alphas_to_Add_Detail_Fast_Forward
- Finger_nail
Skin Detailing Techniques with Mari and ZBrush
- Introducing_Mari
- Mari_Painting_Process
- Texturing_XYZ_And_Projection
- Mari_Layer_and_Mask_Technique
- Mari_To_ZBrush_Displacement
- Blend_Displacement_Maps
- Use_Alpha_and_sculpting_to_refine_detail
- adding_and_refining_extra_detail
- Adding_Detail_To_Hands
- Refine_Hand_Details
Garment Retopology
- Preparing_Jacket_For_Retopo
- Retopo_jacket_middle_part
- Retopo_Sleeve
- Retopo_collar_inside
- Retopo_collar_outside
- Finsh_Thickness
- Test_Normal_Map
- Bring_Zippers_In
- Bring_in_Body_and_Hair
- Retopo_Pants_01_belt_holder
- Retopo_Pants_02_main_body
- Retopo_Pants_03_Pocket_and_thickness
- bake_normal_for_pants
- pants_belts
- torsol_belt
- leg_belt
- leng_belt_holders
- more_retopo
- get_pack_out
- Rotopo_pack_base
- Pack_Retopo_16x
- UV_pack
- pack_uving_fast_forward_x4
- Belt_UV
- Belt_UV_Fast_Forward_8x
- get_boots_out
- Retopo_boots
- Retopo_boots_02
- boots_body_fast_forward_8x
- Retopo_boots_03
- Retopo_boots_04_fill_the_bottom
- Retopo_boots_05_add_thickness
- boots_uv
- Other_Parts_Retopology_16x
- Zipper_uv_01
- Zipper_uv_02
- Zipper_uv_03
- Zipper_uv_04
- Zipper_uv_05
- Orgnize_with_material_type
- combine_pieces_and_orgnizing_uv_01
- Combine_Pieces_and_Orgnizing_uv_02
Baking High-res detail to low-res
- Baking_Jacket_and_Pants
- export_other_highres_models
- Bake_the_rest
- Bring_Maps_to_maya_viewport
- Garment_Final_Touch
Make Hair Cards
- Generate_Hair_Cards
- Refine_hair_Card_Resolution
- Prepare_Hair_Cards_For_Texturing
- Substance_Designer_Basic_Setup_for_Hair
- Create_a_Hair_Generator
- Create_first_Hair_Clump
- Create_second_hair_clump
- Create_the_rest_of_the_Hair_Clumps
- Export_and_Apply_Hair_Texture_In_Maya
- Tweaking_Hair_Cards
- Tweaking_the_Rest_of_the_Hair_Cards_x4
- Finalize_Hair
Model eyeball and final touches
- Model_Eyeball
- Eye_Material
- add_eyebrow_and_tweek_eye_shapes
- Final_Touch
- Wrap_up
Instructors
Mr Ambience Lee
Professor
Freelancer
Other Bachelors, Other Masters