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ZBrush 4 Character Production 2 - Creating the Game Model with ZBrush and Maya. Retopologizing the Holster in Maya.

Author: Michael Pavlovich; Kanopy (Firm)
Publisher: [San Francisco, California, USA] : Kanopy Streaming, 2016.
Edition/Format:   eVideo : Clipart/images/graphics
Summary:
'Retopologizing the Holster in Maya' is part of a series of films from Eat3D. In this video, instructor Michael Pavlovich continues where he left off in part 1 to produce a low poly version of the cowboy character to use as a game-res asset. After getting the high-res sculpt organized and ready for rebuilding he goes into several different methods to re-topologize the sculpt. In ZBrush he primarily utilized 2  Read more...
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Details

Material Type: Clipart/images/graphics, Internet resource, Videorecording
Document Type: Internet Resource, Computer File, Visual material
All Authors / Contributors: Michael Pavlovich; Kanopy (Firm)
OCLC Number: 956899590
Language Note: In English.
Notes: Playing time: 9 min.
Title from title frames.
In Process Record.
Event notes: Originally produced by Eat3D in 2013.
Description: 1 online resource (1 video file, approximately 9 min.)

Abstract:

'Retopologizing the Holster in Maya' is part of a series of films from Eat3D. In this video, instructor Michael Pavlovich continues where he left off in part 1 to produce a low poly version of the cowboy character to use as a game-res asset. After getting the high-res sculpt organized and ready for rebuilding he goes into several different methods to re-topologize the sculpt. In ZBrush he primarily utilized 2 methods to simplify the sculpt: ZShpere Re-topology and ZRemesher. Michael also sets up a working file to show you how to re-topologize completely in Autodesk Maya; utilizing high-res meshes, reference layers, and live meshes to either clean up previously created geometry or create new topology using polygon modeling tools. He also goes over many tips and tricks to increase your speed and accuracy while re-topologizing in Autodesk Maya. Whether you prefer working in a traditional 3D Package, ZBrush, or a combination of the 2, there will be techniques you can use to get you a final game-res mesh with as little hassle as possible. About the Instructor: Michael Pavlovich has been in the game industry since graduating from the Ringling School of Art and Design in 2005. Starting as an environment artist, Michael has worked on several titles for multiple platforms, at both Electronic Arts and Sony Online Entertainment. Michael is currently a senior artist at Certain Affinity in Austin, TX.

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