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Real-Time Character Optimization: From Film to Games
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Tomas Sackmann | Duration: 4:43 h | Video: H264 1920x1080 | Audio: AAC 44,1 kHz 2ch | 17,2 GB | Language: English

In this course, viewers will learn the essentials of creating game-ready characters, along with the techniques for converting a VFX mesh for use in real-time. Using the character from our previous courses as an example, students will create a real-time mesh that's ready to be imported into a real-time engine. They will use industry-standard software such as Maya, Zbrush, Substance 3D Painter, and Marmoset Toolbag for presentation.

Students will gain a solid understanding of the key elements required to create a game-ready mesh, including how to reduce polygons while maintaining UVs, and how to create optimized textures that work in real-time. By the end of the course, they will have developed a robust skill set that can be applied to their own projects and further studies in game development or VFX.

This course is designed mainly for
• Beginners who have completed previous courses of the series and have acquired some experience using the software.
• Intermediate and advanced artists who have prior knowledge of the software being used.
• Advanced VFX artists who want to transition to games.

The course is divided into seven chapters, each covering essential topics such as the differences between VFX and games, retopology, UVs, optimized textures and baking, and lookdev and lighting in Marmoset Toolbag.

Key Takeaways
• Understanding the differences between VFX and game development.
• Creating game-ready assets, including characters and assets.
• Retopologizing for game optimization.
• Creating UVs for all character assets to work in real-time.
• Transferring textures from VFX mesh to game-ready mesh.
• Baking mesh maps for real-time
• Using Marmoset Toolbag to create amazing portfolio presentations.

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