Create polished characters for film and games
The more you know, the better.
Reference collection and analysis | Blockout Model
Establish primary forms | UV map the face | Use ZWrap to project TextureXYZ detail | Process and cleanup TextureXYZ data | Apply detail to head mesh
Bridge sculpt between low Subd and High Frequency Detail | Apply additional details to sculpt (scars, burn marks) | Demo displacement extraction to 32bit EXR format | Apply first pass color textures | Setup initial Maya lookdev scene to test displacements and basic textures
Eyeball modeling, texturing and shaders for realistic eyeballs | Align eyes | Add water line | Finalize head textures and shaders | Demo gloss map creation and additional maps | Exploration of dual lobe specular for skin
XGen in Maya | Curve generation, XGen parameters | Modifiers for noise, clumping | Look at shader parameters and how to approach color and variation
Start in Marvelous and push clothing to 50-70% completion | Move mesh out to Zbrush / Maya to create clean topology and UVs | Use new and clean topology to continue sculpting clothing | Model and UV accessories / gear | Demo different modeling techniques with emphasis on creating clean, organized meshes
Pipeline considerations before sculpting | Sculpt and Detail the character in ZBrush | Extract Displacements in ZBrush | Decimate Meshes for Painter | Assemble Maya Scene | Export to Painter
Blockout basic colors and roughness in Painter | Texture Paint different surface types in Painter
Start to assemble final scene | Gather assets, organize scene | Apply shaders and begin plugging in maps | Cloth shader setup | Leather shader setup | Metallic elements shader setup
Look at different types of lighting techniques | Demo of HDRI based lighting | Demo of Studio Lighting using area lights | Discuss light properties (falloff, light size, light distance) | Discuss cameras and camera properties (depth of field, shutter, aperture) | Final render settings | Output final renders | Post processing in Photoshop / Lightroom | Discuss production techniques and how compositing is used even though this course won’t go into render layers and compositing | Discussion on presentation in a portfolio (what to show, what not to show, breakdowns etc)
Unleashing your creative potential
What makes this learning experience unique?
Receive personalized feedback on all assignments from the industry’s top professionals.
Enjoy lifetime access to the spectrum of course content, including lectures, live Q&As, and feedback sessions.
Show off your Certification of Completion when you turn in 80% of course assignments.
Learn anywhere, anytime, and at your own pace with flexible, online course scheduling.
The course as a whole helped me improve so much. Learned how to use the tools correctly with efficient workflows and can't wait to continue to work on my art.
There was an incredible amount of technical information crammed into the course and I learned an unbelievable amount in a very short time which was just what I was looking for.
This course was excellent. I have been an environment artist for many years and learning more about the character pipeline was awesome. Character work is significantly different than environment work and the course was very challenging for me.
Learned how to use multichannel textures in Mudbox and also detailed clothing modeling. Also, Pete has a great eye and provided really positive and helpful critiques for submitted work.
It's been the best character class I've taken and I've taken many. Knows the material very well and sets the bar high which helps with my improvement.
Would definitely recommend this course to anyone that has a good experience with 3D Characters and wants to take their skills to an expert level.
This course for me is a whole new level, on certain aspects, such as using interactive grooming rendering in maya and arnold, specially the workflow of of skin detailing process.I have learned so much, I feel more complete as an artist.
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