
Set real world scale in Maya and adjust it with the scale master. Perform manual retopology with the Quadro tool to build clean low-poly topology for better deformation and texturing.
Learn Maya's auto remesher workflow to generate topology, adjust target polygons and tolerance, preserve hard edges, fix materials with Lambert and HyperShade, save incrementally, and address spirals.
Explore the topo flow interface and use tools such as contour stool, poly strips, and poly pen to sketch, bridge patches, and refine topology with loops and symmetry.
Explore automatic tooth creation for skulls using a mesh tool, adjust upper and lower teeth with subdivisions for sharper detail, manage polygons, and preview the basic ube process toward texturing.
In advanced texture character creation, the instructor explains modular topology for the body, emphasizes eyes and face topology, loops, symmetry, and notes opening the mouth to improve normal maps baking.
Retopologize the head by following the center line, create neck and horn loops, use 2-to-1 and 3-to-1 reductions to control density, and ensure even topology across all views.
Master horn retopology by building efficient edge loops, using the knife brush and bridging, and balancing topology budget for believable textures and clean silhouettes.
Learn hand armor topology and bandage retopology using high-poly to low-poly workflows in ZBrush, C brush, Maya, and decimation master, producing a clean bake-ready silhouette.
Learn to refine axe bandages by cleaning topology, decimating geometry, and duplicating high- and low-poly bandages in Maya and Substance, while avoiding spirals.
Retopologize the leather skirts with live surface, preserving silhouette and thickness while adding divisions for smooth topology. Focus on clean quad-heavy geometry, strategic triangles, and deformation-ready testing for rigging.
advanced texture character creation uses left skirt retopology to show how the hero's journey—from status quo to call, mentor, threshold, trials, and ordeal—guides design and texture choices.
Master belt buckle retopology by recreating cone spikes around the buckle. Use a twelvefold symmetry to duplicate spikes, refine geometry with bevels and smoothing, and keep a low-poly, texture-ready topology.
Master legs retopology by building clean edge loops, using contours and the conform tool across Blender and Maya, exporting as a refined leg mesh for a character.
Learn leg retopology with nails in a live surface workflow, including mirrored topology, front view edits, extrude and bridge fills, smoothing, and silhouette-focused edge loops for game-ready feet.
Master tail retopology by turning a high-poly tail into a center-line, low-poly mesh using mirrored edge loops. Validate deformation with quick rigging tests and skin binding.
Explore chest detail work in advanced texture character creation as you model belts and necklace, clone parts, import, assign poly groups, and remesh or rebuild cylinders in Maya.
Retopologize the chest details by rebuilding belts and necklace with AP curve and sweep mesh, then reduce polygons, bevel edges, extrude along normals, and bridge for clean topology in Maya.
Master necklace retopology in this advanced chapter, building a low-poly loop with circle and sweep tools, ensuring surface conformance, clean topology, and ready-to-bake quality under 150k triangles.
Clean up the scene by removing unused curves, delete history, organize high and low poly meshes with proper naming, and prepare uv layouts before baking and texturing.
Optimize high polys for character textures by selectively deleting components, performing a 10% decimation with pre-processing, and exporting all sub tools for Maya and Substance Painter workflows.
Organize a high-poly character into uv groups like teeth, face, horns, and bandages, mastering camera-based uv projection, islands, and efficient texture layout.
Master leg UVs by learning manual tile placement, seams, and efficient packing for 4k textures; align islands, optimize borders, and prepare body parts for clean texture work.
Apply proper uv layouts and adjust texture resolution carefully. Separate complex elements into multiple uv groups, and use planar or camera-based projection with strategic cuts to reach 2.5–3 texture density.
Organize and prepare texture material sets by grouping body parts, combining high and low poly assets, and assigning color-coded materials for ID maps to enable efficient baking and export.
Texturing the axe blade, this tutorial uses steel rough and concrete textures in substance painter to create rust, scratches, and edge wear, with masking and height maps.
Apply skin texturing techniques by layering shadows, dirt, and color passes with a light generator and overlays to create depth, then fix normal maps in Photoshop for clean final renders.
Horn texturing for advanced character creation combines bone textures, rust, dirt, and scratches with smart materials, layers, and trip planner projection, using studio lighting for neutral tones.
Learn practical teeth texturing for games, including teeth and gums coloring, masking the mouth interior, and realistic dirt and gloss effects, with shared tooth textures and trip planner projection.
Advanced texture character creation teaches reusing materials, layering leather textures, and applying dirt, scratches, and metal edge effects in Substance Painter to create realistic belts.
Texture belts for a barbarian character by selecting a belt style and applying unified materials with color selection, dirt, scratches, and bandages using smart materials and generators.
Create a detailed skull texture by layering metal rivets, bone tones, and gloss with masks, ambient occlusion, and procedural textures for a realistic finish.
Explore AI-based eye modelling for texture character creation, detailing sclera and cornea construction, tangent space normals, OpenGL flip Y, UVs, baking in Photoshop, and glass-like refractive effects.
Explore the basics of the Xgen action system in Maya, compare sculpted hair, hair cards, and hair systems, and learn to set up descriptions, collections, guides, and masks for grooming.
Master xgen mask painting to control hair growth on beards and eyebrows, then apply modifiers like noise and clump with clump maps, finalize in Arnold's i standard hair material.
Attach the hair geometry for the side beard, create the beard description, place control points, and paint a density map. Mirror, apply noise and clump modifiers, and render with Arnold.
Design a left fur skirt by placing guides, painting density map and mask, and applying a Lambert material with clumping and noise for natural fur transition, then render for Unreal.
Pose the character by parenting the beard and face to the head joint, craft a heroic pose with arm, head, and axe positioning, and review weights and skinning for presentation.
Set up a studio-style portrait in Unreal Engine with key, rim, and feel lights, skylight fill, and a cinematic camera; master exposure and depth of field for a final render.
Hey Guys ! Welcome to Advanced Texture Character Creation! the second part of this MasterClass. My name is Abraham Leal and in this course I will be sharing my workflow for texturing a game ready character. In this course we will explore the retopology, texturing and material process of our character. I will be sharing pretty much all the knowledge I have gathered in my 12 years of experience and I will guide you so that you too can create amazing looking characters.
Note: In this course, We will only retopo, UV, bake and texture the character. The high poly sculpting part is done in another course called "Advance Zbrush Character Creation".
You don't need that course to follow along this one, as we have included the high poly in this course resource files. but enrolling to that course is highly recommended to learn the entire pipeline of character creation.
By the End Of This Course, You Will Be Able To:
Retopology your high poly model with animation reddy edge flow.
Texture characters in a way that they are aesthetically looking good.
Texturing costumes and Props with matching the overall look.
In this course you will learn:
Retopology
Uving
Baking
Texturing
Xgen Hair Creation
Posing
and Rendering
Course Project Overview:
We will start the project by going over the retopology process of our high poly assets, we will focus on generating proper animation topology, good edge flow and optimised assets.
After that we will jump into Uving and prepare our assets for texturing. We will go over efficient ways to pack and bake all of our props inside of Substance Painter and I will share all of my tricks to generate great looking textures.
Finally we will create the hair using Xgen and we will pose our character to create great renders inside of Maya and Unreal Engine.
Who is This Course For?
This course is for those who wants to become a professional character artist. Who wants to texture their 3d characters in a professional way.
Who is Not The Ideal Student For This Course?
This course is not ideal for absolute beginners.
What Are The Requirements Or Prerequisites For Taking This Course?
You should have basic working experience with Maya, Zbrush, Unreal Engine, Substance Painter and Photoshop
Basic knowledge of Blender is recommended but not necessary
Covering the first part of the series is recommended but not necessary
Join Me Now:
If you want to increase your 3D Level and become a master at Character Production this is the course for you! Join me and learn how to create amazing looking characters in no Time!