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Indie Game Development Pipeline Volume 4: Hero Character Modeling and Texturing
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Released Mar 18, 2014
Justin Marshall

Pluralsight

Justin Marshall
In this series of tutorials, we'll go through the process of modeling and texturing the hero character for our indie game project. If you started the Indie Game Development Pipeline with Volume 1, you've had a chance to work on your game concept art and begin creating the actual game functionality.

In this volume, we'll build the 3D geometry for our hero character, a ghostly knight, using Maya LT. We'll begin by looking at the concept art and then jump into modeling the character's helmet. We'll look at a variety of polygon modeling tools as well as how we can integrate NURBS into our game modeling workflow.

Once our geometry is built, we'll spend some time creating a UV layout in preparation for texturing. Then we'll use Photoshop and Mudbox to create a texture for the Ghost Knight.

Once you've completed this volume, you can move on to Volume 5 where we'll go through the process of building up the rock monster boss for our game using Maya LT and ZBrush. Then you can continue on with subsequent volumes on rigging, animation, and final game assembly.

These tutorials are step-by-step using our particular concepts, but we really encourage you to have some fun and make it your own.
Partner
Partner
Introduction and project overview
1

Introduction and project overview

 
01:13
Looking at reference art
2

Looking at reference art

 
06:31
Starting the helmet
3

Starting the helmet

 
08:01
Finishing the helmet base
4

Finishing the helmet base

 
05:09
Starting the visor with curves
5

Starting the visor with curves

 
07:22
Finishing the visor
6

Finishing the visor

 
06:14
Building the visor pivots
7

Building the visor pivots

 
04:55
Modeling the base for the plume
8

Modeling the base for the plume

 
06:19
Modeling the plume
9

Modeling the plume

 
06:29
Deforming and connecting the plume
10

Deforming and connecting the plume

 
03:32
Building the tunic
11

Building the tunic

 
06:22
Adding the arm and neck openings
12

Adding the arm and neck openings

 
04:46
Modeling the belt and buckle
13

Modeling the belt and buckle

 
04:00
Finishing the tunic
14

Finishing the tunic

 
03:27
Creating the gauntlets
15

Creating the gauntlets

 
07:34
Finishing the gauntlets
16

Finishing the gauntlets

 
06:32
Creating the boots
17

Creating the boots

 
06:22
Finishing the boots
18

Finishing the boots

 
06:09
Modeling the sword
19

Modeling the sword

 
07:40
Starting the UV layout
20

Starting the UV layout

 
10:03
Finishing the helmet UVs
21

Finishing the helmet UVs

 
08:30
Creating the body UVs
22

Creating the body UVs

 
07:24
Creating UVs for the hands and feet
23

Creating UVs for the hands and feet

 
08:53
Arranging the UV layout
24

Arranging the UV layout

 
10:56
Creating a texture map in Photoshop
25

Creating a texture map in Photoshop

 
06:47
Adding a plume texture from our concept art
26

Adding a plume texture from our concept art

 
07:22
Texturing the tunic
27

Texturing the tunic

 
10:34
Detailing in Mudbox
28

Detailing in Mudbox

 
06:13
Painting the armor plates
29

Painting the armor plates

 
06:54
Adding rust and dirt
30

Adding rust and dirt

 
09:37
Adding folds to the tunic
31

Adding folds to the tunic

 
05:10
Creating specular maps
32

Creating specular maps

 
08:01
Exporting maps
33

Exporting maps

 
06:33
Assembly in Maya LT
34

Assembly in Maya LT

 
06:23