Technical Workflow for AAA Game Characters - Retopology | PREVIEW

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  • เผยแพร่เมื่อ 11 พ.ค. 2023
  • This is a PREVIEW of a video tutorial series I've created to document my game character process. We're taking the Elf character I previously sculpted in "Making an Elf" tutorial series and now making the game mesh version. The first volume will be about Retopology. Link is in the pinned comment below.
    Future volumes (UVs, baking, texturing are forthcoming)

ความคิดเห็น • 21

  • @jessesandifer
    @jessesandifer  ปีที่แล้ว

    Here it is! www.artstation.com/a/27669201

  • @ZephrusPrime
    @ZephrusPrime ปีที่แล้ว

    I picked up your high poly sculpt tutorial of this Elf, looking forwards to seeing this game res version and seeing your substance workflow.

  • @chrisrezende
    @chrisrezende 6 หลายเดือนก่อน

    It looks awesome, Jesse! I purchased the ogre character sculpting course, and it is the best ZBrush I own in my library. I'm looking forward to diving into the elf character series.

  • @Imickskrals
    @Imickskrals 6 หลายเดือนก่อน

    Thank you! This is a great tutorial! Helped me out a lot. Looking forward to the following =)

  • @robertbuchanan5504
    @robertbuchanan5504 ปีที่แล้ว

    Looking forward to the release Jesse. Cheers

  • @3dmutiny
    @3dmutiny 6 หลายเดือนก่อน

    Nice video. Clean retopology is so important for game artists!

  • @zues3663
    @zues3663 ปีที่แล้ว +3

    much needed, ive always struggled with retopology, while other artists just lay down poly's like its the easiest thing in the world lol. instant purchase!

  • @THEINVISIBLEWARRIORR
    @THEINVISIBLEWARRIORR ปีที่แล้ว +1

    This is so great and needed, thank you for doing this! Also will this series cover texturing as well?

    • @THEINVISIBLEWARRIORR
      @THEINVISIBLEWARRIORR ปีที่แล้ว

      I will get this as soon as I can!

    • @jessesandifer
      @jessesandifer  ปีที่แล้ว +2

      @@THEINVISIBLEWARRIORR that's the plan! Next would be UVs, then baking mesh maps.....then texturing! :D

    • @THEINVISIBLEWARRIORR
      @THEINVISIBLEWARRIORR ปีที่แล้ว

      @@jessesandifer Awesome!

  • @thedjfuzzymuff
    @thedjfuzzymuff ปีที่แล้ว +1

    about to purchase both this and your high poly course! Is your retopology course done completely in zbrush as well?

    • @jessesandifer
      @jessesandifer  ปีที่แล้ว

      well, I would have loved to do retop in ZBrush but I use 3ds max exclusively for that part. It's what I use in my own pipeline.

  • @nicolas8741
    @nicolas8741 8 หลายเดือนก่อน

    What can i do i cant separate the body in part beacuse i cant hide the union, the character is mostly naked, that’s a lot of polys

    • @jessesandifer
      @jessesandifer  7 หลายเดือนก่อน

      that's a normal problem we have as character artists. But it's done all the time with creatures that are typically whole body. It just helps to have beefy computers with good graphics cards to handle the data. Sometimes you can split the mesh into limbs and try to "blend" the mesh intersection, but I'm sure that has its drawbacks

  • @hotbergina
    @hotbergina 7 หลายเดือนก่อน

    12:00 why do you need a mid res ? You exported a low res, why not just export all high ?

    • @jessesandifer
      @jessesandifer  7 หลายเดือนก่อน +2

      Good question! Since max or maya don’t handle millions of polygons nearly as well as zbrush, I like to retain as much of the forms I need to “see” so I can trace them on the low poly. Hence the mid resolution and/or decimating is the way to go. The true high poly from zbrush would be extremely sluggish if not completely prohibitive to a fluid retopology process. Hope that helps!

  • @hanma8883
    @hanma8883 9 หลายเดือนก่อน

    When the next tutorial dropping?

    • @jessesandifer
      @jessesandifer  9 หลายเดือนก่อน +2

      the UVs video is done. At some point, I'll get to the baking part. I might include that in a texturing series instead since we're dealing with maps at that point. Not sure, but stay tuned :D