Game Character Workflow Tutorial 1

I have been recording my character creation process from ZBrush to final realtime in-engine character.
Part 1 of this series shows how i get started with establishing a base mesh to work from.

Starting with ZSpheres and moving on to a dynameshed base, we start correcting proportions and adding in basic gestures and shapes.

Make sure to follow me at https://gumroad.com/pedramk for updates when the new parts are out!

In future parts to come i will:
Sculpt up the rest of the basemesh body to the same level.
Match to a concept to be revealed.
Add costume using clothing workflows including Marvelous Designer, Zbrush etc.
First pass colour exploration in ZBrush.
Hair prototyping.
Retopologise outside of ZBrush.
UVs.
Baking various maps needed for texturing for next gen.
Texture creation. (Photoshop/SP/Mari).
And shaders and final setup in a realtime environment to be decided (options are Marmoset, UE4, Unity or Frostbite!)

Game Character Workflow Part 1

ZSphere armature

ZSphere armature

ZSpheres to adaptive skin with quick adjustments

ZSpheres to adaptive skin with quick adjustments

Adaptive skin to dynamesh and proportional correction and first pass sculpting of the torso.

Adaptive skin to dynamesh and proportional correction and first pass sculpting of the torso.

State at the end of Part 1

State at the end of Part 1