Important Notice:

On July 31st, 2017 the Digital-Tutors library will be retired along with Digital-Tutors concurrent licensing. Effective August 1, 2017 any active group plans will be redirected to www.pluralsight.com. Each group plan will receive one individual user license on Pluralsight for each active Digital-Tutors license. Please contact your account representative for any additional questions.
Creating a Game-Ready Monster Insect in ZBrush and 3ds Max
See Details
Released Jul 22, 2013
Gabe Selinger

Guest Tutor

Gabe Selinger
In this tutorial we will learn the process of creating a detailed killer-monster insect and taking it to a point where its a game-ready mesh, ready to be rigged.

We will go through the entire process from scratch, starting with blocking out the mesh from concept images. Then we will sculpt a detailed high-poly mesh in ZBrush. After the high poly is finalized we will retopologize in TopoGun to get clean efficient geometry, UV unwrap, and bake the high poly information to textures.

Lastly, we will view and take screenshots of the character using the 3-point viewport shader in 3ds Max and touch up the final renders in Photoshop.





Want more? Check out some free helpful resources on Demo Reel and Portfolio Tips from Game Industry Professionals

And more on 10 Things Professional Game Artists Wish They Knew When They First Started
Introduction and project overview
1

Introduction and project overview

 
00:57
Setting up image planes in ZBrush
2

Setting up image planes in ZBrush

 
09:33
Building a block out with ZSpheres
3

Building a block out with ZSpheres

 
09:50
Continuing with the block out
4

Continuing with the block out

 
09:27
Quickly blocking in forms
5

Quickly blocking in forms

 
10:09
Adding subtle visual interest
6

Adding subtle visual interest

 
10:09
Fully utilizing plane changes
7

Fully utilizing plane changes

 
10:09
Detailing underlying bone structures
8

Detailing underlying bone structures

 
10:09
Refining our sculpt
9

Refining our sculpt

 
10:09
Adding new sub tools modeled in 3ds Max
10

Adding new sub tools modeled in 3ds Max

 
10:09
Detailing the new meshes from 3ds Max
11

Detailing the new meshes from 3ds Max

 
10:09
Starting the bug eyes
12

Starting the bug eyes

 
10:04
Finishing the high poly sculpt
13

Finishing the high poly sculpt

 
07:59
Retopologizing in TopoGun
14

Retopologizing in TopoGun

 
09:29
Continuing to retopologize in TopoGun
15

Continuing to retopologize in TopoGun

 
08:36
UV unwrapping using pelt unwrapping tools
16

UV unwrapping using pelt unwrapping tools

 
09:21
More on UV unwrapping
17

More on UV unwrapping

 
09:28
Continuing with UV unwrapping
18

Continuing with UV unwrapping

 
09:26
Finishing up the UV unwrapping
19

Finishing up the UV unwrapping

 
09:25
Projection modifier and baking
20

Projection modifier and baking

 
09:33
Editing the projection cage
21

Editing the projection cage

 
09:27
Baking final maps
22

Baking final maps

 
09:25
Mesh preparation for texturing
23

Mesh preparation for texturing

 
09:24
Finishing mesh preparation
24

Finishing mesh preparation

 
09:06
Texture bake organization and cleanup
25

Texture bake organization and cleanup

 
08:56
Finishing texture bake organization and cleanup
26

Finishing texture bake organization and cleanup

 
09:27
Adding base colors
27

Adding base colors

 
08:20
Painting masks in Photoshop
28

Painting masks in Photoshop

 
09:16
Painting masks in ZBrush
29

Painting masks in ZBrush

 
09:17
Painting a skin base texture
30

Painting a skin base texture

 
09:23
Adding normal overlays
31

Adding normal overlays

 
08:27
Generating the hair texture
32

Generating the hair texture

 
09:21
Setting up hair planes
33

Setting up hair planes

 
09:23
Duplicating and place hair planes
34

Duplicating and place hair planes

 
09:22
Generating a hair normal map
35

Generating a hair normal map

 
09:27
Finishing the hair normal map
36

Finishing the hair normal map

 
09:01
Utilizing alphas
37

Utilizing alphas

 
08:09
Generating a specular map
38

Generating a specular map

 
09:05
Generating a glossiness map
39

Generating a glossiness map

 
09:19
Viewing final materials
40

Viewing final materials

 
07:45
Posing the model
41

Posing the model

 
09:08
Starting the final render
42

Starting the final render

 
08:06
Continuing to work on the final render
43

Continuing to work on the final render

 
08:29
Finishing our render
44

Finishing our render

 
06:49
Submission File
45

Submission File

 
09:27