This exclusive, free tutorial series will explore game character creation workflow. I will cover my entire process of taking a concept through to the final game asset.
You can see how the concept was designed by Marc Brunet on LayerPaint in his two-part tutorial
During this tutorial series I will cover:
1. Blocking in the proportions
2. Sculpting the face
3. Sculpting the armor
4. Creating the armor meshes
5. Finalizing the details
6. Creating the low poly model
7. UV unwrapping and texture baking
8. Texturing the armor
9. Texturing the face
10. Model presentation in Marmoset
I hope you'll find this series of helpful in some way and if you have any questions feel free to contact me. Let's get started!
Create the low-polygon model
Step 1: The face
In this chapter of the tutorial I'll be covering creating the low polygon model in Maya 2014. I'll focus on a few key areas and I'm going to aim for around 20k tris, so we're not too limited by the poly count.
With the decimated ZBrush objects imported, we'll begin the retopology process, starting with the face. I like to work on different parts of the face and then connect them together. Start with the eyes by using the Quad Draw tool in the Modeling Toolkit to plot out the first edge loops running around the eyes. Select the edge loop and extrude the edge loop outwards, along the surface and away from the eye. Add extra edge loops as needed by Shift + LMB with the Quad Draw tool.
Starting at the lips, the topology should flow around the mouth and expand outwards. There should be an edge loop that flows from the edge of the nose, following the direction of the nasolabial fold down towards the chin.
For the eyelashes, select a small row of faces around the lower eyelid. Then go to Edit Mesh > Duplicate Face and use the Move tool with Soft Selection (B) to reposition the eyelashes, giving them an arc around the eyelid. Next, duplicate the object and reposition to create the upper eyelashes, making the upper eyelashes slightly larger.
Step 2: Armor torso
For the armor torso, begin adding vertices where they will be needed so that the silhouette and the shapes read well. Try to keeping the topology flowing in the direction of the major shapes of the armor. The normal map will take care of the details, so there's no need to add the panel details. It's a good idea to plan where you want to put the UV seams so you can create continuous edge loops for them as you go.