- Introduction
- Project Breakdown
Online
₹ 455 3,199
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
Male Character Creation - Complete Game Pipeline online certification is created by Victory3D LLC, a digital learning organization aimed at changing the way artists design their art which is available on Udemy and is designed for those who want to learn how to sculpt a male character and turn it into a complete low poly game ready mesh. Male Character Creation - Complete Game Pipeline online course allows applicants to develop their core abilities as 3D game artists in an attempt to optimize their portfolios.
Male Character Creation - Complete Game Pipeline online classes incorporate more than 31.5 hours of detailed lectures along with 5 downloadable resources that cover topics including animation, game design, character creation, sculpting, baking, lighting, unwrapping, hard surface modeling, and more. By the end of this training program, applicants will have a game-ready male character beginning by sculpting their character, to retopology and generating suitable UVs, to texturing and presentation.
The highlights
- Certificate of completion
- Self-paced course
- 31.5 hours of pre-recorded video content
- 5 downloadable resources
Program offerings
- Online course
- Learning 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 Male Character Creation - Complete Game Pipeline certification course, applicants will obtain a deep insight into the foundational concepts and strategies involved with character creation as well as will develop an understanding of the principles of animation and game design. Applicants will study several aspects and approaches for developing male game characters, including hard surface modeling, sculpting, 3d modeling, retopology, unwrapping, baking, lighting, and texturing. Applicants will learn how to use tools such as Zbrush, Xgen, and Haircards to model male character qualities such as hair, face, neck, hands, chest, legs, ears, shirt, pants, belt, side bag, chest belt, braces, knee pads, metal objects, boot, sword, and more.
Who it is for
The syllabus
Introduction
Sculpting & Modeling
- Body Types BaseMesh
- Proportions and Body Adjustments
- Blocking of the Face
- Features of the Face Part 1
- Features of the Face Part 2
- Blocking of the Hair
- Sculpting the Ear and Model Preparation
- Intro to Marvelous Designer
- Creating the Shirt
- Creating the Pants & Exporting Cloth
- Checkpoint and Adjustments
- Customization & Materials
- Sculpting Folds
- Sculpting Shirt Details
- Modeling the Collar
- Sculpting the Collar
- Modeling the Cape Part 1
- Modeling the Cape Part 2
- Modeling the Cape Part 3
- Modeling the Belt
- Modeling the Belt Buckle
- Modeling the Side Bag
- Modeling the Side Bag Insignia
- Modeling the Secondary Bag
- Modeling the Tertiary Bag
- Modeling the Chest Belt
- Modeling the Insignia
- Modeling the Shoulder Pad
- Modeling the Pants & Protection
- Modeling the Pants Straps
- Modeling the Shoulder Armor
- Modeling the Glove Part 1
- Modeling the Glove Part 2
- Modeling the Glove Part 3
- Modeling the Boot Part 1
- Modeling the Boot Part 2
- Modeling the Boot Part 3
- Organizing Props in Zbrush
- Sculpting Metal Props Part 1
- Sculpting Metal Props Part 2
- Sculpting Metal Props Part 3
- Sculpting the Braces
- Sculpting the Cape
- Sculpting the Pants
- Sculpting the Leg Protections
- Sculpting the KneePads and Bags
- Sculpting the Lower Cape
Retopology
- Preparing the Model for Retopology
- Retopology of the Face Part 1
- Retopology of the Face Part 2
- Retopology of the Face Part 3
- Adding High Frequency Detail
- Retopology of the Neck Part 1
- Retopology of the Neck Part 2
- Retopology of the Shoulder Part 1
- Retopology of the Shoulder Part 2
- Retopology of the Chest Part 1
- Retopology of the Chest Part 2
- Retopology of the Chest Part 3
- Retopology of the Abdomen
- Deformation Test
- Retopology of the Hands Part 1
- Retopology of the Hands Part 2
- Retopology of the Hands Part 3
- Retopology of the Forearm Part 1
- Retopology of the Forearm Part 2
- Retopology of the Legs Part 1
- Retopology of the Legs Part 2
- Retopology of the Boots Part 1
- Retopology of the Boots Part 2
- Retopology of the Feet Part 1
- Retopology of the Feet Part 2
- Finishing the Pants
- Retopology of the Belt
- Combining the Body
- Retopology of the Metal Props Part 1
- Retopology of the Metal Props Part 2
- Retopology of the Leather Shoulder Pad
- Retopology of Bags Part 1
- Retopology of Bags Part 2
Unwrapping, Baking & Texturing
- Preparing the Character for UVs
- UVs Process Overview
- Uving the Body
- Uving the Head
- Adding the Inner Mouth
- Uving the Props
- Organizing Our UVs
- Preparing the File for Baking
- Baking the Textures
- Reviewing the Bakes
- Texturing the Upper Body Part 1
- Adding the Missing Belt
- Texturing the Upper Body Part 2
- Texturing the Upper Body Part 3
- Damaging the Leather
- Aging the Metal
- Aging the Cloth
- Texturing the Props Part 1
- Texturing the Props Part 2
- Texturing the Face Part 1
- Texturing the Face Part 2
- Texturing the Face Part 3
- Exporting Textures
- Setting Up Shaders
- Creating the Eyes Part 1
- Creating the Eyes Part 2
- Setting Up the Eyes
- Creating a Lighting Setup
- Adding Detail to the Skin
- Fixing the Normal Maps
- Tweaking Eyes & Mouth
Hair, Sword & Presentation
- Understanding the Hair
- Xgen Part 1
- Xgen Part 2
- Xgen Part 3
- Hair Bakes Setup
- Hair Shader Setup
- HairCard Workflow
- Hair Process 1
- Cinematic Lights
- Marmoset Post Processing
- Sword Part 1
- Sword Part 2
- Sword Part 3
- Final Render Setup