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All posts for the day December 2nd, 2011

[center]Poster
Digital-Tutors – Creating Game Characters with ZBrush and TopoGun[/center]
Intermediate | 2h 53m | 1.29 GB | Project Files 378 MB | Required Software: ZBrush 4, TopoGun 1.06

In this course we’re going to use ZBrush and TopoGun to convert a very high resolution female hero character into a lower resolution game-type model. Sculpting applications like ZBrush are great for creating extremely detailed models, complete with surface texture and color. But to be able to rig, animate, or integrate these models into a game engine, we first have to convert the model to a much lower resolution. TopoGun is a great tool for taking our detailed meshes and allowing us to very intuitively redraw this new topology. In addition, it will allow us to project all of the mesh’s detail onto maps. In this way we can use a lower resolution version of the model, while it still appears very detailed. We will start by preparing and exporting our dense meshes from ZBrush and then bring those into TopoGun as references. We’ll use several tools in TopoGun to literally draw new base geometry right onto the high resolution meshes. We’ll look at several of the tools available and how we can manipulate and change topology once it’s been created. Once the topology is done, we’ll create UVs for the new pieces and then generate maps for the detail and color information. Once we’re done you’ll have created your own game-type character from a very dense sculpt and you’ll have the knowledge you need to repeat the process on your own creations.

Home:
http://www.digitaltutors.com/11/training.php?pid=559

Download:
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[center]Poster
Digital-Tutors – Creative Development: Rigging and Animation Workflows Using CAT in 3ds Max with Rick Vicens[/center]
Advanced | 4h 02m | 1.38 GB | Project Files 17 MB | Required Software: 3ds Max 2012

In this tutorial we will learn how to take a character mesh from rigging to animation using the Character Animation Toolkit (CAT) in 3ds Max. We are going to take a character mesh all the way through animation in 3ds Max. Throughout the tutorial, we will discuss workflow for an animation pipeline. We will start with rigging with 3ds Max’s CAT system and learn some tips and tricks for skinning along the way. We will then talk about planning a shot and setting up a basic cameras. Finally, we take all of our assets and create a two shot animation utilizing the rig we created.

Home:
http://www.digitaltutors.com/11/training.php?pid=575

Download:
http://bytesbox.com/!/127eatdtcE8dx8b/
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