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Professional Series: Creating Character Variation with Texture Maps
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Released Sep 1, 2012
Justin Marshall

Pluralsight

Justin Marshall
In this course we will discuss workflows involved in creating swappable maps to define different characters using identical geometry. In many cases, games for instance, you may have some basic characters that are used for background. In the case of a sports game, you may have cheering fans in the crowd. While the animation, and thus the base geometry, can remain the same, the characters need to look different based on the teams, locations, etc... In this course we'll learn to create multiple characters and then bake maps based on identical geometry to swap out the different characters on a previously animated mesh.
Partner
Partner
Introduction and project overview
1

Introduction and project overview

 
01:08
Setting the stage
2

Setting the stage

 
03:02
Beginning the character sculpts
3

Beginning the character sculpts

 
09:18
Creating facial variation
4

Creating facial variation

 
07:28
Sculpting the hair
5

Sculpting the hair

 
09:10
Kit bashing the first character
6

Kit bashing the first character

 
06:23
Using ShadowBox to detail the jersey
7

Using ShadowBox to detail the jersey

 
08:44
Repurposing geometry
8

Repurposing geometry

 
10:54
Painting the characters
9

Painting the characters

 
13:46
Baking maps in TopoGun
10

Baking maps in TopoGun

 
07:02
Creating specular maps
11

Creating specular maps

 
05:38
Setting up materials
12

Setting up materials

 
06:55