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Game Design: Character Development 1 Tutorials

Texture Painting / Finishing Details & Final Thoughts




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Subtitles of the Movie

Now in this final Chapter I'd like to basically show you how the model came out within ZBrush. You'll notice that we have all of our layers within the SubTool. All of the lessons I've shown you so far should give you all of the necessary information and knowledge that you need to complete the model. Let's take the arms for example. Let me come in closer to them and show you the detail. The detail we have within the character's shirt is very similar to the detail we did within the skull cap of the character's face. The skin tone of the arm was done very much the same way as the character's face also, and the bracelet and also the glove, once again, match the respirator and the goggles for the character, so it's pretty much more of the same throughout the rest of the process. You basically need to take your time and work through each of the Subtools independently and then merge them altogether in one file for your final. So, let me go ahead and open up the remaining Subtools to show you how this model has come out. I went ahead and saved this model. It's called completeCharacter underscore high. I went ahead and deleted all of the lower levels within ZBrush to make it a compressed file for you to open up and inspect. This particular file is simply for viewing, not for working within. So, once again you can see how the completed model came out. In some of the areas such as the air hose, I'd like to take a moment to show you once again how working with Alpha Masks help me to achieve and model this out very quickly. I'm going to go to my Import and bring in the air hose object. I'll press T on the keyboard for Edit Mode. The first thing I want to do is increase my geometry. I'll bring up the Division levels to a Level 7. This should give me sufficient deformation for using the Alpha Mask. Now I'll go into my Alpha Window and import in my map, which I created earlier, called airhose.psd. In my Alpha Menu I'll select Flip V, and I'll go into my Masking Menu and I'll say Mask By Alpha. You'll now notice on the object we have the ribs of the texture I created earlier. This is how it looked within Photoshop, basically a series of lines in both gray and black, so we have the gray and black lines on the airhose. Now I can go into Deformation and the Inflation Tool I'll increase its value to about 50 or 60 and you can see how quickly it gives me a nice sculpting on my geometry. Now I can just go ahead and turn off my Mask by choosing Clear, and now I'm ready to go about painting the Mesh the same way we did with the model previously. And so this completes this Chapter. In the next Chapter I'm going to show you how we export out the character's Maps and Mesh, and then bring everything into Maya for the complete character wrap-up.

Tutorial Information

Course: Game Design: Character Development 1
Author: Michael Ingrassia
SKU: 34000
ISBN: 1-935320-48-3
Release Date: 2009-06-11
Duration: 8 hrs / 110 lessons
Work Files: Yes
Captions: Available on CD and Online University
Compatibility: Vista/XP/2000, OS X, Linux
QuickTime 7, Flash 8

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