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Hi there everyone. I'm Dylan Brady again and thanks for checking out the fourth and final
volume in my character modeling series, in which I go over the
start to finish workflow for creating a game resolution character
using next gen techniques. In this volume I'll be starting out with
baking the normal map, base colors and ambient occlusion in xNormal.
Then I'll cover painting and refining the diffuse
and creating the specular from that.
Then we'll touch on modeling the hair using plains to create a treated, feathered look.
And lastly, we'll go over the basics of material setup
and rendering in Marmoset, a real time engine.
Once this video is done we'll have completed our game ready character and we'll
have concluded the series.
Just like the other videos, this one is intended for somewhat advanced users,
but if you've gotten this far there shouldn't be anything you can't handle.