In this video we will focus mainly on wrapping a generic character around any concep sculpt to get a model that can be used for rigging, animation, lookdev, cfx, etc. This workflow will speed drastically the way you approach digital doubles or any other humanoid character, like this zombie here.
This generic humanoid would have perfect topology, great uv mapping, some standard skin shaders, isolation maps to control different areas, grooming templates, etc. To do this, we are going to use a generic humanoid, usually provided by your visual effects studio. This time is all about getting your concept sculpts into the pipeline. This is probably the last video of the year, let's see about that.