![]() Knowing how muscles work together will also help when skinning and animating. Knowing anatomy will probably help you the most when it comes to designing and sculpting your character, monster or creature so I highly recommend studying it or atleast using references. Making a character/monster/creature is different from making hard surface stuff like furniture and requires alot more "side" knowledge and artistic skills. You can for example use different software for sculpting like Mudbox or even Blender if that's what you prefer to use. ![]() However you don't have to use the exact same programs as I do. A tablet is a must if you want to make a good looking character/monster.Įven though my tutorial is aimed towards beginners I won't be covering the basics of each software as basic knowledge of how to use these programs should be expected from the viewer. So don't think that you need a good tablet to become good at this) - Used for sketching, painting and sculpting. I used Bamboo Small for 2 years and made all my ILE monsters with it before I moved on to Intuos. Wacom Intuos Pro Medium (Lower budget tablets like Bamboo will also do fine. Maya 2011 - Used for rigging, animating and exporting Xnormal - Used for baking the texture maps Zbrush 4R6 (Alternative: Mudbox, Blender, or other sculpting program) - Used for making the base mesh, sculpting, polypaiting and making the game resolution meshīlender 2.73 - Used for cleaning up the game mesh and UV unrwrapping ![]() (Of course if you're going to use this monster from this download in your project, a proper credit is required, unless you made the entire monster yourself)Īdobe Photoshop CS6 (Alternative: Gimp) - Used for desinging the monster and composing the texture maps Tutorial Files: ( All the files from the tutorial including the Zbrush file, Maya files, and other.) Part 8 - Adding IKs, Simple Controls And Exporting The Skeletal Mesh To HPL2: Part 7 - Making The Skeleton And Skinning: Part 5 - Making The Game Model And UV Unwrapping: Part 2 - Making The Base Mesh And Sculpting: Part 1 - Introduction and Designing The Monster: If you already have a monster and just want to know how to for example - rig it, animate it or export, feel free to skip through the parts of my tutorial depending on what you want to do/learn. The end result of your own monster will depend alot on your anatomy, modelling, texturing and animation skills/expierence, but feel free to follow me and a make similiar/same monster as best as you can so that you learn as much as possible by actually doing, and not just watching. The tutorial is aimed mostly towards beginners and for those who are a bit more expierenced but don't quite know how to approach the pipeline of a character, or a monster production. ![]() I will cover pretty much every step of how I made a functional and animated monster that you see in the image below. Now I'm not a proffesional so don't expect proffesional quality here, but I think I know enough to be able to show my personal workflow on how to make a decent monster, and hopefully teach something. Specifically for HPL2, as there are very few tutorials on this subject. So as I released my monster pack about a week ago I also decided to make an in-depth video tutorial series on how to make one.
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