Part OneConcentrating my skills as an artist mainly for environments, I admit that I am not too familiar with modeling characters. Especially when it comes to proper topology for animation. This tutorial by
JC Cappelletti takes care of that issue and could be a faster way to model a low poly game character. I met JC while in Vancouver and I have learned so much from him.
OK everything I know about Maya and
ZBrush I learned from
JC.
ZBrush comes naturally to him due to his wicked sculpting skills. To me, his instructing style is straightforward and simple. If you're just getting your feet wet with
ZBrush, you may have to replay the videos a few times if you think the pace is too fast. It definitely would help if you have basic knowledge of
ZBrush tools already.
The method
JC is demonstrating in
ZBrush is for the artists that would rather create a low poly head mesh from a high poly
ZBrush sphere. The other method of course would be to build your low poly head mesh in Maya or Max and then export into
ZBrush to build your high poly. That's what I was first taught and there is no problem with that method. However, depending on what program you're using the process can be pretty time consuming. This process may actually be faster for you.
If you plan on following along with his tutorial, which I recommend since doing it yourself is the only way to learn, please do exactly as he says so you can get proper
UV's for all of your maps you'll add onto your model later.
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