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Advanced Stylized Character Art for Games Mentorship

Advanced Stylized Character Art for Games Mentorship

A 10-week course focused on creating a full character from scratch using Zbrush, Maya, Substance Painter, and Unreal 5.
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Time To Advance Your Character

Time To Advance Your Character
This course will build upon topics and workflows taught in “Stylized Character Art for Games” to create a PBR-rendered, stylized character for Marmoset Toolbag or Unreal Engine. Students will create a full character from scratch, using a combination of techniques in Zbrush, Maya, Substance Painter, and Marmoset Toolbag/Unreal 5. The course will cover topics of using Zmodeler, dynamesh/Zremesh workflow in Zbrush. Retopology and UV creation in Maya/Modo. PBR texturing workflow in Substance Painter. Basic rigging and idle animation in Maya. And fbx export/import, material creation and workflow, lighting, and basic camera and post-processing in Marmoset Toolbag or Unreal Engine 5.

Students will learn to model a full character for current-generation games. Students will learn principles of Stylized PBR texturing and material creation (and what separates this from unlit-hand painting. Students will learn basic rigging and animation in Maya. Students will learn about workflows inside Marmoset Toolbag and Unreal engine (from fbx process to material creation to post-process and rendering).

Final student works will include a full model, textured and surfaced in Unreal Engine for portfolio. Please note: It is strongly recommended that students complete the Stylized Character Arts for Games course before enrolling in this mentorship. NOTE: Students must submit concepts for approval in the week leading up to the course.
Registration Now Open
Registration Period
Apr 24, 2024 - Jul 15, 2024
Course Start
Jul 09, 2024

Course Format


Skills Level



10 weeks


Once a week (90 minute Q&A)


Individual recordings

Lecture Type

Due each week. Expect to spend 10-20 hrs/wk viewing lectures, Q&A, and time on assignments.
Moderate knowledge of Zbrush. Moderate Knowledge of Retopology for Games. Moderate Knowledge of Substance Painter and PBR workflows. Basic Knowledge of rigging and animation. Basic knowledge of Unreal Engine. Recommend course pre-req: Stylized Character Arts for Games
Zbrush, Modo, Maya, Marmoset Toolbag, Substance Painter, Unreal Engine 5

The more you know, the better.

Get familiar with each other | Review class outline | Concept Review and analysis | First pass blockout of model in Zbrush (Dynamesh and Zmodeler workflow).
Further modeling of character | All base shapes and proportions are accounted for | Silhoutte readability matching concept | Secondary shapes and sculpting.
Final modeling of highpoly in Zbrush | Model matches concept in Neutral Pose | All secondary and tertiary shapes are accounted for | Model and sculpting is polished and ready for retopology.
The entire week is dedicated to retopology of the highpoly | Review principles of good topology for games | Address problem areas and things to consider when modeling for rigging/animation | Final lowpoly model is complete and ready for UVs/ Bakes
UV creation for lowpoly model | Explainer on smoothing groups and tangents for normal maps | Model setup and baking in Marmoset Toolbag | Lowpoly model and bakes/ Scene setup in Substance Painter
Texture Blockout in Painter | Explainer on setting up texture sets and export setting to Marmoset Toolbag or Unreal | Model and texture export to Marmoset Toolbag or Unreal Engine | Base project, material creation and scene setup in Marmoset Toolbag or Unreal Editor
Texture and Material Second Pass in Substance Painter and Marmoset Toolbag or Unreal | Material refinement in Marmoset Toolbag or  Unreal | First pass lighting, camera, post-process in Marmoset Toolbag or Unreal
Optional rigging and skinning using MGear in Maya | Continue iteration on textures, materials, lighting, scene in Marmoset Toolbag or Unreal
Create an idle animation / posed character using MGear | Posed model export to Unreal | Idle animation and export to Marmoset Toolbag
Final Model, Textures, Materials, Lighting, and Post-Process | Final Renders from Marmoset Toolbag or Unreal Editor | Render shots and comps for Portfolio/Social Media

Bringing out the best in talent

Character Artist
Course Start: Jul 09, 2024
Weston Reid is currently the Lead Character Artist for Moonshot Games. He has over 14 years of professional experience in videogame development. In those years he's worked on many types of games, with various art styles to match. That range of experience has helped mold him into the artist and game developer he is today. As a lead character artist over the last 6 years, he's learned and experienced much about what studios look for in character art. Now he wants to share some of that with you. His passion for stylized art focuses on core art principles like shape language, silhouette, value range, and color theory. His students will leverage workflows inside of Zbrush, Substance Painter, 3DCoat and more to maximize quality and efficiency. When not making art, he loves to hike, take road trips with the top down, barbeque some grub, and play videogames

Instructor's Gallery

Game Art
Game Art
Game Art


Even though our courses are the most affordable for the quality of education, these finance options allow you to focus on your goals instead of the barriers that keep you from reaching them.

3x Payments


2x Payments


Full payment


Apr 24, 2024 - Jul 15, 2024
COURSE BEGINS on Jul 09, 2024
Advanced Stylized Character Art for Games Mentorship

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.


This is the most complete course that I’ve ever taken. Weston has a good teacher and I learned a lot in this mentorship. All the steps are clear and the Q&A solved a lot of doubts that I had in the course.


[This course] helped me understand how to better my stylized characters by understanding more about silhouette readability, posing, texturing in a more stylized/cartoony way while staying consistent with the chosen style


Not only did I get a wealth of information on modeling, sculpting, and texturing, I got a good deal of information on the more technical aspects of the pipeline (topology, rigging, ect.) Really great part of the course that helped me break through a few walls.


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