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Professional Series: Game Asset Production Pipeline
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Released Oct 1, 2012
Joshua Kinney

Pluralsight

Joshua Kinney
In this series of tutorials we discuss techniques for creating game assets using 3ds Max, ZBrush, and Photoshop. We'll start off by learning how to create silhouettes. We'll follow that up by creating a sketch to help develop our idea. Then we'll jump into 3ds Max and discuss some key concepts for creating a base mesh before exporting it into ZBrush. After that, we'll discuss how to create a custom brush in ZBrush to increase our productivity. Then we'll finish up by baking out our texture maps to create a good base texture in Photoshop.
Partner
Partner
Introduction and Project Overview
1

Introduction and Project Overview

 
01:14
Creating silhouettes
2

Creating silhouettes

 
12:54
Creating the development sketch
3

Creating the development sketch

 
13:04
Building the base mesh
4

Building the base mesh

 
15:48
Preparing the base mesh for export
5

Preparing the base mesh for export

 
15:09
Preparing the model before sculpting
6

Preparing the model before sculpting

 
07:50
Creating the custom brush base mesh
7

Creating the custom brush base mesh

 
05:16
Sculpting the custom brush
8

Sculpting the custom brush

 
14:53
Sculpting the asset
9

Sculpting the asset

 
10:25
Exporting the high poly mesh
10

Exporting the high poly mesh

 
06:49
Creating the game resolution model
11

Creating the game resolution model

 
18:45
Creating the UV's
12

Creating the UV's

 
12:15
Baking texture maps
13

Baking texture maps

 
06:29
Quick tips for creating textures
14

Quick tips for creating textures

 
13:05