Character Modeling in Maya and ZBrush - Alex Alvarez

Digital Download - $89.00

Chapters: Disk One

  1. Overview
  2. Base Mesh, Part 1
  3. Base Mesh,Part 2
  4. Base Mesh, Part 3
  5. Base Mesh, Part 4
  6. UV Layout, Part 1
  7. UV Layout, Part 2
  8. UV Layout, Part 3

Chapters: Disk Two

  1. Composition/Lighting
  2. Sculpting in ZBrush, Part 1
  3. Sculpting in ZBrush, Part 2
  4. Sculpting in ZBrush, Part 3
  5. Maya Shader Set-up
  6. Photoshop Color Study

Whatcha gonna learn?

This making of demonstration and lecture began with the decision to take a personal sketch, develop it in 3D and produce a life-size print. This would require the development of high-resolution detail and textures that could hold up to a 4000×6000 pixel render, effectively making Jester a film-res character. Observe and listen as Alex shares his workflow, thought process and techniques. Volume One covers the character modeling process using Maya and ZBrush, as well as some lighting, composition and texture exploration. Alex begins by creating an organized base mesh in Maya that accurately follows the 2D design. Using UVlayout, he flattens the UVs of the multiple basemesh components. Jester is then imported into ZBrush for sculpting and detailing. We give some thought as to the resolution for each subtool that should be sent to Maya and export them with normal maps generated in Zmapper. Once in Maya, the shader networks are blocked-out so that Jester renders in Maya with the same level of detail that he had in ZBrush. The final step prior to texturing is to then create a Photoshop¬ color study that will guide our further progress on the character.

About Alex Alvarez

Alex is founder and director of The Gnomon Workshop and of the Gnomon School of Visual Effects in Hollywood. Having dedicated the last decade to educating students and professional artists around the world, Alex has helped change the face of computer graphics and design education. He has been published in industry magazines, websites and books – plus he has taught courses at several major trade conferences. Alex is president of the Los Angeles Maya Users Group and sits on the Advisory Boards for Highend3D.com and CGsociety. He continues to work on personal and professional projects, recently as a creature development artist on the James Cameron film Avatar. Prior to Gnomon, Alex worked for Alias|Wavefront as a consultant and trainer for studios in the Los Angeles area. Alex is an alumnus of the Art Center College of Design and the University of Pennsylvania.

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