
Transform a sculpt into a game-ready character by cleaning high poly, creating optimized lower and upper body topology, UVs, baker maps, texturing, and final lighting and rendering.
We pick up where we left off in this course. Access the project folder for reference files and prepare your high poly sculpt as you study along.
Inspect and clean the high poly model to prevent gaps, floating pieces, and intersections that affect baking. Organize subtools and separate parts for retopology to prepare for the next phase.
Open the creature's arms and relax the fingers to enhance rigging and animation in games. Follow pose guidelines or a base mesh to keep retopology clean and avoid deformation issues.
Fix and optimize stitches in a dynamic subdivision workflow by applying subdivision, correcting gaps, moving stitches with topological precision, and preparing for low-poly retopology in the next episode.
Decimate the high-poly character with the Decimation Master plugin, check layers and morph targets, fix pants faces if needed, then export 20% and 10% decimated meshes to Topogun for retopology.
Learn retopology workflows in Maya and Topogun, from decimating high-poly meshes to building clean low-poly topology with live selection and Modeling Toolkit. Discover key shortcuts for speed and precision.
Block out the trousers and establish the overall structure with clean edge loops, perform retopology on the mesh, manage symmetry, and prepare UV seams before refining details and saving progress.
Refine the bandages details on the trousers, improve the silhouette, and adjust geometry with the reverse tool and hotkey, then align retopology and baking to the production pipeline.
Refine the trousers by adding wrinkles and details, adjust the silhouette, and reverse normals for a cleaner look; simplify deep details and prepare to continue in the next episode.
Finish the trousers by refining silhouette from all angles, adjusting normals, adding edge details, and preparing for the texturing phase, with plans to finalize leather parts in the next episode.
Master boots retopology workflows for production by refining topology in Topogun and Maya, adjusting symmetry, collapsing edges, and preparing silhouettes for future optimization.
Refine boots topology by adding details and silhouettes, scrutinizing with Maya and Topogun while keeping around 4k triangles. Learn to duplicate, mirror, delete hidden faces, and bake silhouettes for production.
The lecture exports a mirrored low-poly metal piece to Maya, optimizes topology with symmetry and edge loops, and bakes tests to prepare trousers at 7k triangles before moving to shoes.
Create a clean low-poly shoe retopology, merging geometry, exporting to Topogun, and refining topology with symmetry in Maya, prioritizing the back silhouette over close-up foot details.
Retopo leather belt and skirt parts, optimize and bake them onto the belt, and merge into a single base mesh while preparing for game engine use.
Retopologize a belt using a high-poly mesh in Topogun, then mirror in Maya, add belt details, check symmetry, and perform quick bake tests to optimize geometry.
Perform a quick bake test by checking the uv layout, refining smoothing groups, and exporting with the Unreal preset, while tweaking ID maps and masks, and considering stitches.
Retopology leather parts, export them separately, and edit as one mesh to refine silhouette; apply alpha details and bake low poly from high poly in Maya and Topogun.
Continue refining the topology for the inner right leather by adding thickness, extruding, and reversing normals. Then export, reload, and check the silhouette and forms from all angles.
Export the outer right leather, mirror it, and reload the high poly and back-of-the-mesh. Fix it in Maya if you see this kind of problem on a character.
Refine the outer left leather by exporting, reloading the high-poly in Topogun, and iterating in Maya and ZBrush to improve silhouette and thickness before final optimization.
Refine the inner left leather mesh by exporting with thickness, reloading, and adding segments to improve the silhouette while fixing problematic areas, including the back of the mesh.
Explore blender retopology to craft the front right leather skirt silhouette by building the overall shape, adding thickness, refining topology, and detailing segments before exporting and reloading the mesh.
Advance the front right leather silhouette on the creature mesh by refining details, removing unseen parts, and finalizing production-ready texturing.
Continue refining the front left leather skirt mesh in Maya by adding points, adjusting vertices, applying thickness, exporting, reloading the mesh, and preparing the back part for next episode.
Refine front left leather details by pinching and baking stitches in ZBrush, avoiding silhouette artifacts and ensuring a clean surface through careful adjustments.
Refine the front left leather silhouette by adjusting placements, adding data for tricky areas, and checking from multiple angles until the result looks cleaner and not overkill.
Add thickness and fix vertices to refine the right side inner leather with the knife tool detailing. Check angles for a clean silhouette, export, and move to the next mesh.
Apply thickness to the right side outer leather mesh, confirm the improvement, and move on to the next mesh for continued texture refinement in production.
Advance creature texturing for production by refining the back right leather: add thickness, shape the silhouette, segment the mid-thickness, export, reload, and prepare the remaining pieces for the next episode.
Build the back left leather by adjusting inner vertices and adding thickness in Maya, refining corners and the silhouette with a mid-thickness segment detail.
Refine the back left leather details by evaluating areas, deleting unwanted stitches, and relaxing the vertices for this region.
Finish the leather parts and new mesh, decide on stitches, bake when needed, and fix edges while optimizing topology to improve the silhouette.
Import fabric parts, build a mesh without thickness using alpha tearing, refine retopology with brush tools, adjust and mirror the model, then export and reload for final tweaks.
Perform left fabric retopology by duplicating, exporting, reloading the mesh, and refining with soft selection to ensure vertices sit on the surface, followed by a quick bake test.
We optimize small assets by collapsing and deleting unused geometry, reducing poly count from 2000 to about 800, and selectively keeping essential parts like the back while removing nonessential interfaces.
Retopologize the forearm armor as a single mesh, using level one as a starting point to save time. Export as obj and bevel low-poly edges in Maya for better baking.
Combine edge segments and apply bevels to forearm armor using the modeling toolkit. Adjust positions, smooth edges, and export the final bevel details for production.
Refine forearm metal details by adjusting bevels, rounding top edges, and optimizing the surfaces, then run bake tests to verify silhouette, wireframe, and overall cleanliness.
Begin by deleting interior geometry, merging two leather meshes, and refining edge loops with extra segments to prepare the left forearm leather for production, then export as obj.
Refine strap retopology by separating parts, adding inner loops, and exporting to topogun, then reimporting to reload and repeat for the next piece.
Optimize buckle geometry by refining macros, merging parts, deleting unused geometry, filling holes, extruding, and merging faces to the center for a production-ready asset.
Retopologize and optimize the right forearm, adjust vertex positions, add edge loops, and export between tools to prepare for leather texturing in the next episode.
Continue refining the leather details in the production texturing process, decide to add more detail, review for issues, and look forward to the next episode.
Assess low-poly ZBrush shoulder pads, choosing level one or two and optimizing or rebuilding parts. Export level-one geometry to Maya and verify, then refine in Topogun.
Export high-poly and low-poly models from Maya to Topogun for the shoulderpad top piece, refine topology, and decide on optional details before baking for optimized game assets.
Load and refine the shoulder pad armor mesh, delete extraneous edges, apply curvature, merge parts, and prepare for future optimization in a practical shoulder pad second piece session.
Review the shoulder armor mesh, add one more detail, experiment with resolution, delete an unnecessary piece, and optimize the third shoulderpad for better production texturing in this episode.
Add vertices by hand to match the shoulder pad topology, then in Maya add thickness and a bevel, adjust the inner side, and optimize by adding one more edge.
Optimize the shoulder straps by deleting unnecessary edges and the inner side, collapsing edges, and exporting the cleaned mesh in Maya to check polygon count.
Optimize the torso leather armor mesh by cleaning sparkles, exporting to Topogun, removing the inner part, and manually beveling edges for added detail.
Optimize torso straps and buckle geometry, export refined meshes, and connect components for a production-ready texture workflow. Focus on torso strap load meshes and interior detail decisions.
Add the mesh to the torso straps on the side and selectively refine only certain areas, not everywhere, to achieve a much better look.
Load the torso straps mesh in Maya, add detail to improve the silhouette, and optimize for the production pipeline and game requirements.
Refine necklace accessories by hiding unnecessary parts, connecting components, and adjusting roundness and transparency, then bake and combine the pieces toward a 3000-poly production-ready texturing workflow.
Explore necklace optimization for production by refining edge flow and topology in a low-poly base mesh, connecting pieces efficiently and using proper edge deletion for clean, production-ready results.
Finish the final two accessory pieces, hide straps, and selectively add details. Set thickness and segments in Maya, then optimize and weld the meshes for a cleaner connected accessory model.
Discover two retopology workflows for ropes and stitches: export to Topogun for manual retopology, or use ZBrush Dynamesh and ZRemesher to create a low topology, then optimize in Maya.
Retopologize the horn separately from the fabric, refine the overall shape with symmetry off, apply bevels, adjust positioning, and prepare for detailing in the next episode.
Advance creature texturing by refining horn details with selective asymmetry, adding curvature for close-up shots, testing bake results, and balancing detail with the baking process.
Refine the horn straps by optimizing fabric parts and wrapping around the horns, preparing a clean low-poly model for the baking process, with Topogun.
Retopologize a sword mesh to a single optimized silhouette-focused topology. Adjust vertices, bevel edges, and export for a production-ready texturing workflow.
Continue demonstrating the sword leather texture workflow in Maya, finalize the last steps for the letters, and prepare to work on the next part.
refine the sword handle by fixing symmetry, smoothing surfaces, adding mid detail, applying a bevel, and exporting to Maya for further production texturing.
Master sword blade modeling in Maya by mirroring parts, duplicating and splitting segments, cleaning history, bridging edges, refining with fewer vertices, and exporting for production texturing.
Refine sword detail by optimizing areas and straps, complete retopology, and move into UVs and baking for production-ready creature texturing.
Retopologize the leather and sword case together for optimization, mirror and combine in Maya, then add leather detailing before exporting and continuing the details in the next episode.
Refine the sword case detail and damages, adjust the area, and ensure the baking process is correct. Add a segment before moving on to the next part.
Optimize the low poly sword case straps from ZBrush by deleting unneeded faces, keeping some polygons, and adding detail with a single-polygon edit for production.
Perform teeth retopology by duplicating and separating the mesh, hiding the eyes, removing top elements, and refining the low-poly version to around 2700 vertices.
Merge and optimize high-poly and low-poly creature meshes, export the top components, and adjust edges to balance detail and triangle counts before baking.
Explore face retopology using high and low poly meshes in Topogun, refine eyes and ears, and ensure symmetry for rigging and animation.
Master ear retopology for production using Topogun and Maya, refining polygons and topology while duplicating, freezing transforms, and merging geometry for clean, animation-ready results.
This body retopology walk-through refines the torso and head, adds edge loops for elbows and hands, discusses minimizing triangles in deforming areas, and plans mirroring for finalization.
Explore nails retopology for a creature model by refining fingernail topology in maya, adjusting loops, and ensuring clean connection across fingers while preserving symmetry and preparing for export.
Master hands-on retopology to optimize the character mesh by adding loops, connecting edges, mirroring and merging vertices, ensuring safe triangles, and exporting a clean low-poly body ready for armor.
Explore zap workflows to wrap a base mesh to a high-poly character, using zebra for retopology, with symmetry checks and iterative geometry tweaks like ears, all demonstrated.
Refine the creature face by adding edges and smoothing, adjust the eyebrows, and review in Maya, aiming for a clean, 101,000-polygon model; next episode covers optimization and detailing.
Optimize creature meshes by beveling edges, refining topology, and adding curvature details, then bake and export to Maya for a higher-detail low-poly body ready for unwrapping.
Master a practical maya-based head and body unwrap workflow, including cutting seams, welding edges, unfolding with checker layouts, using two udims, and optimizing texel density for clean production-ready creature textures.
Learn to pack the body uvs effectively by testing layouts, fixing stretches, increasing face pixel density, and stabilizing seams, while preparing models for game production with smoothing group adjustments.
Isolate the teeth to unwrap their uv layout, adjust coordinates, and prepare a clean uv map, pack the teeth with the body later, and use shortcuts to streamline the workflow.
unwrap the horn uv maps and export them, refine cutting and straightening lines, fix smoothing groups, then save and return to Maya for the next steps in texture setup.
Unwrap the torso armor UVs in Maya, fix seams, and straighten edges. Save your work and export the armor as an FBX, with smoothing groups prepared for unpacking.
Export and import shoulder armor, refine selections, cut sections, hide and drop pieces, unfold and straighten geometry, fix smoothing groups, and assign textures in Maya for production-ready texturing.
Unwrap the forearm armor for an FBX export, straighten the UV shells, test the layout, decide seams, hide unused sections, and save to move on.
Explore accessories and refine UVs, unfold textures, straighten geometry, save the work, bring it to Maya, and fix smoothing groups for a clean production workflow.
Apply belt UV techniques on a hard-surface model, focusing on seams at sharp angles, balancing triangle budget by reintroducing a higher-fidelity mesh, and refining the cut and visibility decisions.
Explore leather skirt UVs in Maya, adjusting unwraps, refining distortion, and connecting pieces while adding lines and smoothing groups, with hands-on checks and future hand packing in the next episode.
Refine trousers and shoes UVs by selecting parts, trimming, smoothing groups, and optimizing, while checking high-poly alignment and preparing for the unwrap in the next episode.
Improve sword unwrapping within advanced creature texturing for production by refining the unwrap connections, saving progress, and cleaning smoothing groups and unused nodes.
Pack the lower body UVs by straightening the pants area, using the smudge tool, and adjusting texel density with layout checks. Fix smoothing groups, organize shells, and avoid intersections.
Pack the upper body uv maps for a creature, add a belt, adjust options, and group the body, horns, torso, forearms, skirt area, and accessories with sword, trousers, and shoes.
Assign materials to a character by folder and texture set, naming parts with underscores to bake separately, and use high/low poly naming in ZBrush, Substance Painter, or Marmoset Toolbag.
Bake high-poly creature maps in 4k udim using marmoset bakes for Unreal Engine compatibility by flipping y normals, adding ambient occlusion, object ID, cavity thickness, and alpha maps.
Continue baking the remaining maps and apply ignore group settings for ambient occlusion to streamline texturing in Substance Painter, focusing on the lower body, stitches, and belt.
Bake and preview the upper body, horns, and accessories in real time, adjust paint offset and materials, and separate parts for a cleaner bake.
Import all maps into Substance Painter, fix overlaps with content-aware fill, and export textures to preserve the bake file for a UDIM workflow.
Organize textures in Substance Painter by creating color-based folders for leather, metal, and armor, then apply fill layers, color IDs, and black masks to establish base colors.
Develop lower body base colors for a medieval creature by painting base colors, leather and metal textures, stitches, and fabric, using UV-driven maps, masks, and PBR workflows in Substance Painter.
Continue building the upper body base color by masking and painting to define areas. Assign metal and leather materials, adjust colors, and bake textures and normals.
Craft shoulder pads leather by layering color variations with cloud and grunge textures, then refine height, roughness, wrinkles, veiny damage, and scratches for a worn, breakup-rich surface.
Apply shoulder pad edge wear with fill layers, masks, and smart masks to add dirt, wrinkles, and color variation, then export albedo, normal, and roughness maps and test lighting.
Refine the leather shoulder pad by adding color, fill layers, masks, and grunge; boost height, roughness, and dirt with generators and a UV border; export texture and compare in marmoset.
Develop forearm metal textures and leather details through color variations, masks, grunge maps, tiling, and roughness adjustments to achieve rust, dirt, and bluish metallic finishes.
Refine the torso leather by updating the shoulder pad, adjusting colors and opacity, and tuning roughness, then apply filters and occlusion before testing in marmoset to evaluate the overall look.
Adjust saturation and colors to enhance rope and upper body textures with layered fabrics. Use black masks, ambient occlusion maps, and texture set settings to refine with levels and masking.
Apply and refine a forearm leather texture for production by mapping a base texture to straps, adjusting color, height, and roughness with layers, masks, and filters.
Experiment with skirt fabric by adding color variation, curvature masks, edge light tweaks, and blur, then apply stitches and dirt layers while refining height and roughness.
Advance creature texturing for production: refine the skirt fabric by adding stains, applying a black mask, and adjusting color, opacity, and roughness with levels and a generator.
Build a base leather material for a skirt, adjust color and add height, normal, and roughness layers, then apply dirt, masks, and color overlays for edge damage.
Apply black masks, fill layers, and multiply colors to refine skirt leather details; adjust fabric patterns, use fabric edge damage, and enhance contrast across leather parts.
Modify trousers fabric by adjusting tiling, colors, and layers, apply a black mask and texture details, reference textures with anchor points, and add scratches, edges, and color variations.
Explore bandages material creation by layering fabric textures, anchors, fills, and color adjustments to build a realistic base with roughness, masks, and occlusion.
Refine leather parts by adjusting color and hand-painted edges, test occlusion, and save progress, prioritizing skin work before horns and sword in upcoming episodes.
Apply a skin base color workflow using a reference and maps, paint in base color mode, adjust darker tones, roughness, and subsurface scattering on the skin.
Refine creature skin by applying a skin smart material, adjusting subsurface, layering red colors and cracks with masks, and testing multiply and soft light.
Apply vein color with multiple fill layers and masks to add skin detail, using height, roughness, and metal scattering to sculpt scars and nipples for production-ready texture.
Adjust the creature's skin color by darkening, desaturating reds, balancing color, and painting bright variations with dodge techniques and black mask workflows on UVs.
Refine fingernail textures for creature production by applying masks, adjusting color, enhancing normals and roughness, and detailing with 4k precision and lip scar tweaks.
Generate horn textures by layering dirt on horn skin with fills, black masks, and grunge maps, then apply smart materials and ambient occlusion for realism.
Apply color variation to gums and inner mouth using HSL and color balance; refine with fill layers, masks, and UV adjustments for realistic texture with dirt and clouds.
Develop realistic teeth textures by layering base dirt, adjusting color and roughness, applying black masks and generators, and iterating with multiple paint and fill steps.
Apply and refine sword textures by layering black masks, desaturating colors, and painting dirt and damage; test in Marmoset and finalize with brighter highlights.
texture accessories by detailing wood elements with base color and roughness, using black masks, hsl adjustments, and painting with an anchor, rope, and stitches tiling for cohesive surfaces.
Refine skin roughness by building specular and roughness maps for Marmoset and Unreal, using masks, noise, and curvature.
Create and organize weight, translucency, and roughness maps for Marmoset and Unreal Engine, using fill layers, masks, and color channels in Photoshop, then export 4K textures for game engines.
Export the metahuman eye from Unreal Engine 5.6, and refine the eye meshes in Blender and Maya with proper UVs for production-ready texturing.
Refine eye meshes by adding thickness, confirm mesh positions in Blender or Maya, export via the FX exporter, and fix smoothing groups, naming, and materials before preparing for Unreal Engine.
Import the character into Unreal, place it in the scene, disable Nanite, and set up textures and materials while adjusting texture scale and lighting for the skin shader workflow.
Import textures and build a master pbr material with albedo, normal, roughness, metallic, and an alpha for opacity mask; enable two-sided rendering and assign materials for skin with subsurface translucency.
Apply the Metahuman eye shader in Unreal by installing the plugin, downloading textures, and exporting the mesh; adjust iris color, refraction, and enable ray or path tracing.
Scale hair textures efficiently using two affordable blender plugins and a simple haircuts workflow, enabling quick color, density, clump, curl, and noise adjustments with non-destructive controls and strand drawing.
Design hair fibers for production by duplicating hair clumps, adjusting length and density, and applying beard and flyaway strands before placing final haircuts on the character.
Export and bake 4k texture maps, adjust albedo, ambient, and normals for Unreal Engine, then export and import texture cards into shaders using Maya, 3ds Max, Blender, or ZBrush.
Explore the ZBrush pipeline for production texturing, exporting albedo, refining with a band bend curve and twists, then import hair into Maya for final viewport-ready results.
Refine beard and hair textures in Maya by duplicating, merging, and layering meshes, applying soft selection and smoothing, and adjusting fiber clumps for a sharper look.
Refine the beard base layer using fiber mesh, adjust overall shape, then test renders in Marmoset and Unreal with albedo, normal, occlusion, alpha, specular, and volumetric scattering.
Continue adding the beard secondary layer, duplicate and adjust thickness and subdivision, and preview results by hiding the body to compare in viewport two with depth billing in marmoset.
Refine beard details by adjusting surfaces and planes, combine tweaks, and preview in marmoset to ensure the result is much better.
Advance the hair base layer by adding a new layer, then plan for flyaways and detail, with a revisit to the Fiber Shop to add wave.
Continue the hair base layer in Maya and save your project regularly to avoid crashes; the progress looks solid so far, and you'll pick up in the next episode.
Continue refining the hair by duplicating strands, breaking symmetry, and preparing to mirror the new strands in marmoset, with a quick check of results before the next episode.
Continue adding side hair to the creature textures, save your progress, and evaluate what looks good as you refine work toward the next episode.
Practice refining the top of the head by making small changes, duplicating geometry, and positioning edits, then continue work on the top hair in the next episode.
Duplicate and place front hair to increase density and hide the scalp. Refine the front and top of the head and verify with Marmoset before moving to the next episode.
Refine hair details by duplicating layers, shaping and blending with a base layer, and extending adjustments to the beard; preview progress in Marmoset and prepare for the next episode.
Export the hair and beard, adjust symmetry, merge geometry, and apply transfer attribute for vertex normals to fix highlights before reducing the mesh and exporting textures for Unreal Engine.
Add eyebrows and test eyelash options, optimize density with soft selection, and check materials in Unreal Engine; plan to refine further in the next episode.
Learn to create eyelashes in Maya, merge and bake textures as png and tga for Unreal Engine, assign a separate material, reimport the updated character with subtle base color variation.
Add fur around the creature's build and forearm, duplicate and place it, test in Unreal Engine, adjust size and randomization, turn off diffuse color, and merge the fur components.
Refine fur detail through iterative tweaks and fixes, then export the final texture for production.
Rig the character in a free software, import and align anatomy, calibrate hands and jaw, select a pose, and export with proper naming for a 24-frame workflow.
Fix the hand and jaw via rigging, skin, and weight paint, save, adjust keyframes, export and re-import the mesh, delete unused animations, and finalize the production-ready pose.
Set up metahuman lighting with movable point lights and spotlights, enable ray tracing shadows, and adjust volumetric effects to showcase production-ready creature texturing.
Import and arrange forest assets, adjust maps, and disable post-processing to test a night scene. Save your progress and refine moonlit lighting and foreground meshes for the next episode.
Create a forest level sequence with camera movements and focus keyframes, then apply a blueprint camera shake with perlin noise to enhance the jungle look.
Render and color grade a production sequence by setting up a render queue, applying OpenColorIO transforms from ACEScg to sRGB, and exporting 4K 24fps PNGs and mp4s in DaVinci Resolve.
Render still frames using the level sequencer, set up cameras and motion blur, adjust textures to sRGB, and export pngs to DaVinci.
Execute a turntable shot using camera three, prep the character, adjust transforms and layers, render the sequence, and preview beauty shots from the upcoming metahuman lighting scene.
Set up the character scene by organizing folders and cameras, adjust color tab and vignette, render beauty shots, copy and paste tweaks, and save the stills for Unreal Engine.
Render final wireframe passes from multiple angles, set the resolution, and produce a final video. Showcase UV maps with per-UV-set colors side by side to present the character.
Master the end-to-end workflow from a high poly sculpt through retopology, UVs, baking, texturing, hair, and presentation to a game-ready character.
Do you struggle with turning your high-poly sculpts into optimized, game-ready characters? This course will guide you through the entire production pipeline: from retopology and clean UVs to baking maps and texturing with stunning detail. You’ll also learn hair creation techniques and how to present your finished character in Unreal Engine with a professional touch.
About Me:
My name is Mahdi Khouei, and I have been a 3D character artist for a decade now. I have worked in VFX and the game industry, as well as 3D printing. Currently, I’m working as a freelance 3D character artist.
By the End Of This Course, You Will Be Able To:
You’ll learn how to turn your high-poly sculpts into fully optimized, game-ready characters.
We’ll cover retopology, UVs, baking, and advanced texturing to bring your models to life.
What You Will Learn:
Retopologize and prepare a clean, game-ready mesh
Create UVs and bake high-poly details into texture maps
Texture the character with realistic materials
Create hair textures and hair cards
Import and present the final character in Unreal Engine
Course Project Overview:
In this course, you’ll learn how to turn your high-poly sculpts into fully optimized, game-ready characters. We’ll cover retopology, UVs, baking, and advanced texturing to bring your models to life. You’ll also explore hair creation and learn how to present your final character in Unreal Engine. By the end, you’ll have the complete workflow to take any sculpt from raw detail to polished, production-ready character.
Who is This Course For?
I have designed this course for intermediate 3d modelling students, who want to model beautiful looking production ready male anatomy characters but they struggle to get it because they don't find a tutorial which is step by step, no fast forward, no skip and coming from a production artist who is doing this for years.
The course is also for artists who want to speed up their workflow in Blender and improve their skill in making male anatomy.
Who is Not The Ideal Student For This Course?
This course is not intended for absolute beginners.
What Are The Requirements Or Prerequisites For Taking This Course?
I expect you to have basic experience with Substance Painter, Unreal Engine, and Maya.
Join Me Now:
To Level up your Characters! Learn advanced texturing techniques to make your models production-ready, with realistic details and cinematic polish.