Making of Varga by Paul Tosca

This tutorial is dedicated to AREA community.

1.Intro
2.Game modeling workflows
3.Tools used
4.Workflow used for Varga

5.Final model

You could also check the first part of this tutorial : Varga hair tutorial (low poly game character hair)

This is not a step by step tutorial. I will summarize the workflow i used for one of my characters with lots of images and some print-screens directly from the applications used ( maya/mudbox/photoshop etc ...), also in the end i will provide some info about tangent space normal maps so you could think of this tutorial as mainly normal mapping related stuff.

Tip:whenever you see a hand cursor while hovering over an image you can click on it to see a high rez version of the image , like in the image below :)

1.Intro

This character is my entry for Dominance War II competition ( www.dominancewar.com ). The main theme of the competition was to design a game (low-poly) character and were some rules (limitations) about the specs we could use for geometry and textures( main character will not exceed 6000 triangles , 1000 more triangles for weapons/gear and we could use a pet also but the budget will come from main character; for textures we could use 1x2048 square for main character + pet, if any , and another 1x1024 square for weapons/detachable gear; diffuse, specular, normal,bump,opacity ,glow,reflection maps were allowed).

This tutorial is intended for game (low poly) characters and assumes that you have a basic knowledge of normal mapping and its use; you can search on google if you need more info about this subject ( a good start will be this page on zbrush.info ).

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I will start by showing you the final files sent to the competition to give you an idea about the direction this tutorial is going.

concept sheet :

construction sheet :

texture sheet :

beauty shot :

winning pose :

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Copyright© Paul Tosca
Edit by Stryker
Source: http://www.paultosca.com