Technical Workflow for AAA Game Characters - Vol 2 : UV Mapping

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Now that we have our RETOPOLOGY (https://artstn.co/m/md690) completed for our Elf character, the next stage for our Technical Workflow for AAA Game Characters is UV MAPPING!

The process of creating UVs seems to have always gotten a bad "wrap" but I'm going to show you how to make a good (un)wrap! Ok, that pun was a stretch but I think you know what I mean. Making good UVs is KEY to having a painless baking process later down the road. It's also a good way of keeping your future textures organized and easily edited. It's all about efficiency!

Again, for this tutorial series, I'm utilizing 3dsmax, mainly for creating our initial seams and breaking apart the shells. However, I do try to keep it somewhat software-agnostic, so we can focus more on good principles and technique. I then take our split shells into ZBrush and use UVMaster for relaxing and flattening the shells with ease. From there, we can organize the uv layout and packing back in 3dsmax.

I cover all elements of the whole character, including HEAD/FACE, HAIR (solid), EYES, and how to unwrap and organize all the other pieces of the body/outfit.

3.5 hrs of mostly real time non-edited videos with voiceover instruction (some moments are on 2x speed just to make it more "watchable" and smooth, but there's always voiceover)

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License: Standard License
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Files (12)
01_TWGC_UVMapping_PartOne_TheBasics
mp4 /
180 MB
02_TWGC_UVMapping_PartTwo_HeadNeck
mp4 /
1.1 GB
03_TWGC_UVMapping_PartThree_Eyeballs
mp4 /
110 MB
04_TWGC_UVMapping_PartFour_Torso
mp4 /
1.7 GB
05_TWGC_UVMapping_PartFive_Hands
mp4 /
250 MB
06_TWGC_UVMapping_PartSix_Armor
mp4 /
160 MB
07_TWGC_UVMapping_PartSeven_LowerTunic
mp4 /
260 MB
08_TWGC_UVMapping_PartEight_Pants
mp4 /
230 MB
09_TWGC_UVMapping_PartNine_Boots
mp4 /
200 MB
10_TWGC_UVMapping_PartTen_Accessories
mp4 /
220 MB
11_TWGC_UVMapping_PartEleven_QuiverArrows
mp4 /
360 MB
12_TWGC_UVMapping_PartTwelve_FinalUVPacking
mp4 /
86 MB