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Learn the proper tools, techniques and methods used by the pros, along with many tips and tricks to achieving amazing character creations. Readers will also gain an understanding of the processes, workflows and methods used in a studio pipeline from an Art Director's point of view. This book demonstrates multiple approaches that take you through processes using a variety of top tools used by professional game artists, including comparing the results. The optimization methods demonstrated in this book are tried and true, and game production tested. Included are student and instructor resources as well as video tutorials.
Part 1 - Character Concepting and Base Mesh Modeling Chapter 1: Concepting Chapter 2: Blocking Out Chapter 3: Base Mesh/Proxy Part 2 - Digital Sculpting Techniques Chapter 4: ZBrush Massing Chapter 5: Retopology I Chapter 6: ZBrush Detailing Chapter 7: Weapons Chapter 8: Belts, Straps, Accessories Chapter 9: Retop II Chapter 10: UV Layout, Auto Tools Chapter 11: Re-Projecting Sculpt Details Part 3 - Texturing Processes Chapter 12: Polypaint Chapter 13: Alpha Masking Chapter 14: Hand Texturing Chapter 15: Quixel Suite Chapter 16: Map Exporting Chapter 17: AO Bakes Chapter 18: Normal Map Creation Chapter 19: Metcap-Unity Shader Part 4 - Lighting and Rendering Testing Chapter 20: Marmoset Chapter 21: Maya Render 2.0 Chapter 22: Fast Lighting Chapter 23: Wireframe Render/Turntable Chapter 24: Maya Mental Ray