
Learn to create a game character from concept to a game engine, covering high-poly sculpting, anatomy, props, texturing with substance and rendering in Maya with cinematic lighting.
Learn the Maya basics: navigate a 3D scene, select, move, rotate, and scale with intuitive gizmos; understand the Channel Box, shelves, and modeling tools, reinforced by a snowman exercise.
Learn how to set up a Maya project and organize folders for textures, animations, and renders, then model a barrel by manipulating vertices, edges, and faces with extrude and bevel.
Begin with a barrel, add support edges and rings with bevel, insert loop, and extrude to match curvature; emphasize simple-to-complex workflow and reference checks.
Model the Thor hammer in Maya using primitives, reference images, extrusion, bevels, and mirroring. Set up image planes, freeze transforms, delete history, and mirror the model for a production-ready asset.
Learn the basics of Zbrush for sculpting game characters and creatures. Master navigation, symmetry, lightbox, brushes, draw size, focus shift, and pressure-sensitive tablet control while building projects.
Learn to sculpt a human skull in Seabridge by building silhouette, primary, secondary, and tertiary forms, using move, clay buildup, and standard brushes, while managing dynamic topology and frames.
Learn to sculpt a skull with volume and accurate proportions using move brush, clay buildup, masking teeth, and dynamic subdivision, guided by reference and multi-angle checks for final detailing.
Expand your creature sculpting by adding high frequency details to a damaged skull, using rough textures, crack patterns, and asymmetry while preserving core form and silhouette.
Explore a Maya to ZBrush to Seabridge workflow by modeling a Greek column, applying subdivision and dynamic techniques, then using Decimation Master for a clean low-poly export.
Define the demon lord concept with wings, four horns, trilateral neck, and props such as bracer, dagger, staff, belt, loincloth, and ankle protection, then outline the blocking and render workflow.
This lecture emphasizes using reference and canonical proportions, measuring by seven and a half heads, and introduces the trilateral leg for base meshes.
Construct a base mesh for a demon character using an eight-headed proportion with zspheres, control proportions with ceasefire, emphasize gesture, and prepare an adaptive skin for sculpting.
Block the base mesh to establish the silhouette with symmetry. Learn muscle origins, insertions, and cross-joint contraction concepts for realistic character anatomy in games.
Block the chest and core anatomy to build a strong silhouette for game characters, focusing on blocking forms and gesture from rib cage to latissimus dorsi.
Block in the shoulder by building the deltoid from three modules, honoring origin vs insertion and fiber directions for a realistic look, then refine neck and trapezius.
Explore the arm's anatomy for game character creation, detailing the upper arm and forearm muscles; biceps, triceps, brachialis, flexors and extensors; elbow landmarks, and pronation and supination for accurate sculpting.
Block and sculpt the arm anatomy, detailing the biceps, triceps, forearm, and elbow silhouette; refine volume with dynamesh and insert mesh hands, then mirror to the other side.
Explore leg anatomy for games, detailing the quadriceps, patella, hamstrings, gastrocnemius, and tibia and fibula, plus gluteus maximus, gluteus medius, and tensor fasciae latae.
Block and refine a demon's trilateral legs by shaping the iliac crest, quadriceps, glutes, and calves, using masking, moves, and reference to craft a balanced silhouette before texturing.
Block the creature's feet and horns, adjust the goat-like leg for balance with clay build-up, and prepare the blocking for the head in the next step.
Block the face of a demon-inspired character by defining head planes, sharpening zygomatic arches, placing the eyes, and opening the mouth to reveal teeth, tongue, horns, and wings.
Explore creating character wings in a game, detailing armature and semi-flexed wing poses, anatomy-inspired muscles, and adaptive skin workflows in Maya for dynamic, believable demon wings.
Transfer the model from dynamic to subdivision levels by duplicating the base mesh, applying CVT measure for clean topology, and projecting details back to restore surface detail.
Isolate the head to focus on facial sculpting, adjust symmetry and alpha for organic detail, define eyelets and eyelids, shape the nose and fangs, and plan subdivision and topology.
Create creature teeth by turning a sphere into sharp fangs, converting to poly mesh 3D, and inserting and mirroring them to manage polygon count.
Refine the demon’s head by sculpting the mouth and fangs, shaping ears, detailing jawline and lips, and enhancing the orbicularis auris to prepare horns for a more menacing character.
Learn to sculpt horns for a character, shaping the silhouette with precise lines, transitions into the head, and hand-drawn rings and texture using dynamic brushes and clay build up.
Sculpt and refine the second horn by aligning curvature with the skull and hair catchers, adding base volume and detailed fibers, then prepare clean separation for texturing and baking.
Refine the neck and chest by highlighting the clavicles, Adam's apple, thyroid cartilage, trapezius, and pectoral muscles using sculpting lines, masks, and volume for a more defined character silhouette.
Learn to sculpt spikes anchored to the clavicle by choosing among bone protrusion, cartilage, or horns, with dynamic topology and subdivision workflows to maintain geometry.
Refine a creature’s arms from shoulder to wrist by blocking and shaping deltoid, bicep, and forearm muscles, using references, material tweaks, and sculpting techniques.
Refine the forearms by shaping the triceps and tendon lines, balancing inner and outer volumes with back and chest muscles, and setting up hand sculpting in the next video.
Learn to sculpt creature hands by building hand cushions, marking knuckles, shaping holes for claws, and posing beveled fingers with natural wrist curvature.
Continue sculpting a demon's hand by shaping inner volumes and tendons, creating triangular knuckle volumes; build strong, proportionate fingers with nails, using references and dynamesh for a menacing pose.
Refine the legs by detailing the four main muscle groups—front, side, back, and inner quad—and knee anatomy with the patella and tibia, plus the gastrocnemius tendon, while preserving silhouette.
Refine a creature’s lower leg by shaping the ankle, hoof-like digits, and Achilles tendon, while adapting tibia and fibula and using clip brushes for believable, watertight foot plates for games.
Learn to build creature limb plating by masking and extracting plates, adjust thickness with dynamic topology, then mirror and duplicate to create consistent, articulated plates and nails.
Refine the wings with volume, medium level detailing, and tendons for a visually convincing look. Plan to model props and webbing in Maya and ZBrush.
Learn how to model character props in Maya, optimize high-polygon meshes with Decimation Master, export decimated assets, and refine a belt prop using extrude, bevel, and edge loops.
Model a belt jewel for a game character using front-view image planes, quad draw, extrusions, bevels, edge loops, and lattice deformation for a polished belt design.
Learn to model a character skirt by constructing from a 20-sided cylinder, adding eight- and twelve-sided rings, merging into one mesh, and refining with soft selection and normals.
Advance the skirt modeling by shaping the silhouette, applying leather and gold details, and creating the gem-lined belt using life surface, quadrotor, symmetry, and subtle imperfections for realism.
Combine belt pieces into a single mesh, mirror to the opposite side, and add a defined gold border with extrusions and support edges, using soft selection and Seabridge smoothing.
Model the skirt with webbing, a border, and plates; extrude loops for sharp edges. Mirror the piece, add sphere buttons, and prep leather and bracer details for Maya high-poly sculpting.
This bracer modelling tutorial guides starting from a hollow cylinder, shaping curvature with edge loops, extruding and beveling for thickness, and mirroring to create a clean, asymmetric prop.
Continue building the character bracer by blocking a mirrored quad mesh, adding arches, extrusions, and bandages, sculpt gems, then nonlinear bend and smooth to hug the surface before final merging.
Position and fit a bracer onto a character using duplication, instance linking, lattices, and deformation tools to achieve a seamless final pose, preparing for belt work.
Duplicate and extrude base skirt geometry, adjust normals, and shape front and back volumes for a leather skirt prop. Preview with directional lighting and refine in Seavers for animation.
Learn to model a dagger from blade to pommel and guard, using polygon tools, bevels, edge loops, and mirroring for a weapon suitable for games.
Model a game's staff by building a cylindrical core, sculpting the head, and adding symmetrical details. Prepare textures in Photoshop and export to Sèvres and Substance.
Create wing membranes for games by using planes, extruding edges, aligning to the arm in object mode, adding curvature with insert loops, and mirroring for rig-ready geometry with transparency.
Prepare creature assets for ZBrush by combining geometry, centering pivots on the center line, and exporting each part as OBJ files (demon skirt, bracer, dagger, wings, staff) for later sculpting.
Sculpt the dagger by organizing pieces with polygroups, separating components, and using dynamic, project, and clay buildup to create cloth textures, subtle wear, and a strong silhouette.
Learn to sculpt a staff with demon and goat skull motifs, using appended geometry, spheres, and symmetry, while refining horns, eyes, and texture with dynamic resolution and careful saving.
Learn to sculpt the demon staff head, forming eyes, nose, and aged features with clay buildup, using symmetry, eye spheres, nasal labial folds, and transfer to the demon project.
Sculpt a feminine head for the staff by shaping eyes, lips, and nose with soft features, adjusting geometry and dynamic tools to achieve a polished, hammered metal look.
Sculpt a demon staff by incorporating a skull, using clay build-up and ring patterns, applying symmetry and kid-bashing to create a cohesive game-ready prop.
Continue sculpting staff crowns in part 5, merging crown assets for male and female characters, reducing to 75k triangles, exporting, and importing into Maya to finalize king and queen crowns.
Sculpt the skirt on the prop by blocking with divisions, shaping with move and symmetry, and add leather details with trim, Dam Standard, mallet, and stitching, preparing a normal map.
Sculpt the bracer with local symmetry, geometry, and clay build up to add texture and cloth-like bandages; add wing fibers and subtle surface details to sell realism.
Learn to sculpt layered bandages on a demon character by masking areas, extracting thickness, and refining topology with remeasure, zero-thickness surfaces, and panel loops, guided by symmetry.
Sculpt the mouth and tongue to finalize the character, adjust the jaw and teeth for an open-mouth pose, and prepare for high-frequency detailing, baking to low-poly results for rigging.
Learn to add high-frequency horn details using alpha textures and careful subdivision without sacrificing silhouette or base forms. The method covers texture, wrinkles, damage details, and performance considerations.
Learn to detail creature skin with asymmetric textures, from scaly skin on shoulders to visible veins, using alpha textures, clay buildup, and volume to enhance realism while optimizing for games.
Detail the hands by sculpting knuckles, wrinkles, and leather textures. Balance subdivision levels and texture maps to optimize for mobile versus console builds, considering bake efficiency and reference anatomy.
Learn how to detail creature plating by adding texture, micro-details, and surface variation using topological adjustments, alpha brushes, and noise to simulate worn metal and fabric textures.
Prepare high-poly objects for retopology by using Decimation Master to pre-process and decimate to 20 percent, export bakes, and organize for Maya baking workflows.
Learn retopology to create clean, animation-friendly topology for games by converting high-poly details into optimized low-poly meshes, using normal maps for games and displacement maps for renders to preserve detail.
Practice retopology by converting a high-poly dagger to a low-poly mesh, capturing the silhouette with strategic loops and triangles, and using mirroring for symmetry and texture readiness.
Organize the main character by importing assets, validating the center line, and splitting the model into body, horns, wings, bracer, and skirt for a lightweight, watertight mesh.
Decimate heavy geometry and apply low-poly face retopology using a trusted reference, crafting clean edge loops for animation in Maya while preserving silhouette and symmetry.
Learn retopology of the creature's face by building horns with careful polygon count, using big shapes, loops, and extrusion tricks to achieve clean silhouettes.
Retopologize the face by building clean edge loops and bridges to merge the horns with the head, and refine the ear silhouette for in-game shading.
Learn retopology of the chest and arms, building a cylindrical arm with twelve sides and a cape-like chest, placing edge loops for movement and modular topology to fit armor.
Refine chest retopology by merging head and torso, reducing faces, and guiding polygon flow with muscle lines for clean rigging; shape spikes with controlled loops.
learn fast arm retopology by building broad cylindrical topology for the arm, elbow spike, and dense fingers, then refine with edge loops and mass-first detailing, culminating in a unified mesh.
Master hand retopology by merging finger loops, refining edge flow, and reducing polygons while maintaining sculpted anatomy; mirror symmetry and clean topology enable realistic bending and animation.
Duplicate and isolate the leg, create a symmetry loop through the groin for mirroring, and build a cylindrical leg with topology that respects knee bending.
Refine retopology of the leg by building clean loops around the bandage, avoiding spirals, and preserving silhouette at the ankle with careful ring and triangulation edits.
Refine leg retopology by building clean heel and sole loops, ensuring smooth flow into the foot, avoiding spirals and triangles, and planning stitching with the rest of the model.
Learn foot retopology by shaping nail geometry, guiding edge flow, and using shelves and triangles to preserve silhouette for accurate normal map baking.
Finish the wings topology, merge with the legs and torso, and ensure edge loops and borders flow smoothly to create a clean, bendable wing geometry.
Learn a practical wing retopology workflow: simplify polys, merge topology with the wing, optimize edge loops to eight polygons, and prep the model for uv mapping.
Finalize the demon retopology by using mirror, conform, and smoothing to optimize topology for baking, balancing poly count and keeping clean midline geometry for game-ready character.
Master retopology of a complex staff by prioritizing manual topology and readable silhouettes. Learn to decimate and bake efficient geometry in Maya, optimizing exports and readability for game production.
Finish the top part of the staff via retopology, merging all faces into a single, clean mesh while prioritizing symmetry, a clean border for UV maps, and efficient low-poly topology.
Continue retopology of the staff, adjust conformance to the head, smooth and increase resolution, and stitch, bridge, and merge parts into a single piece for animation-ready geometry.
Master retopology techniques to simplify a staff prop by removing unnecessary inner geometry, creating a clean low-poly crown, and reducing face count for game-ready assets.
Master bracer retopology with symmetrical, efficient edge flow that preserves silhouettes while using texture maps to convey detail and reduce polygons.
Master retopology techniques by shaping the bracer and starting the skirt with clean topology, guided by symmetry, edge flow, and strategic triangles for optimal game-ready props.
Refine the skirt retopology by placing triangles to control curvature, ensure smooth edge flow along the silhouette, and balance polygon count for animation-friendly deformation.
Continue the retopology of the skirt, tightening the polygon budget and edge flow while preserving volume for animation. Apply this topology toward UV mapping, normal map projection, and texture detail.
Apply retopology techniques to wings in creature creation for games, optimizing edge flow with triangles, eliminating hollow spaces, and ensuring wing geometry aligns with the character for efficient rigging.
Complete the tongue and teeth retopology, combine the wings into a single mesh, and apply mirror symmetry to craft a clean low-poly base ready for baking and texturing.
Map the dagger on a demon character using four UV steps, apply planar UVs, arrange islands with padding, assign an ID map, and export high and low poly props.
Learn practical uv unwrapping of a staff prop, plan seams to hide joins, split the long staff into multiple uv islands, and optimize layout for better texture resolution.
Continue refining the staff by splitting high and low poly uv groups, unfolding for clean textures, and using bevels to prepare for baking high-poly details onto the low-poly model.
Map and unfold the main character uvs by applying planar mapping, setting up seams, and unfolding components (wings, bracers, skirt, tongue, ears, horns, hands, feet) into a clean layout.
Master texel density and UV organization by balancing two maps for the demon's upper and lower torsos and wings, unfolding teeth, and achieving consistent, efficient UV layouts.
Explore the Substance Painter interface and how to apply materials to 3D models. Learn the PBR concepts of albedo, specular, roughness, and metallic roughness, plus performance tips.
Learn how to bake high-poly details into a low-poly dagger in Substance Painter, generating normal, world-space normal, ID map, ambient occlusion, curvature, and thickness texture maps.
Texture a dagger using Substance Painter by building metal and leather groups, applying color selections, edge wear generators, and dirt and rust layers to add realism and history.
Continue texturing the staff with high/low poly exports and baking in Substance Painter, using name-based normal map matching, adjusting max frontal distance, and applying anti-aliasing to prevent cross-piece projection.
Texturing the staff part 2 demonstrates baking, creating a plastic glossy base, masking gems, painting metals with rust and dirt, and adding highlights and ash for depth.
Prepare a character for texture baking by splitting the model into demon group low and props group, color-coded parts to identify overlaps, exporting high/low pieces for texturing in Substance Painter.
Learn to texture props using smart materials, bake 4k textures, manage masks and color with symmetry painting, and integrate metals, stone, leather details for game-ready props.
Master layered prop texturing by hand masking, dirt and rust generators, and field textures; blend scratches with ambient occlusion and levels, previewing in Iray renderer.
Prepare the character’s body for bakes, color props, and set up a low poly and high poly workflow to support skin texturing in substance.
Set up a demon character in Substance Painter, create texture sets and bake maps for clean base layers, then adjust ambient occlusion and seams for export.
Learn to texture characters using the clown technique, build multi-layer skin with red, purple, and yellow tones, and apply thickness-based subsurface scattering for realistic depth.
Apply light skin tones and vein details on a demon character using layers, masks, dirt brushes, and blending modes to create volume, realism, and controlled color.
Explore advanced skin texturing for games by layering dirt and grunge textures, refining normal and roughness maps, and using curvature and ambient occlusion to add realistic detail.
Texturing the mouth and teeth with layered masks, inner mouth gloss, gums transitions, and plan projection, using heightmaps, fibers, and color tweaks to create realistic dental detail.
Texture the horns with a shared material, blending concrete textures, overlays, and masks to create varied, dry surfaces, then add rust, scratches, and edgeware for depth.
Texture the wings of the character using layered skin details, opacity masks, and subtle dirt, enhancing realism with two-sided materials, color, veins, and subtle subsurface effects.
Enable subsurface scattering, add a scattering channel with an alpha mask in substance painter, then export textures packed for Unreal Engine 4, including base color, normals, occlusion, roughness, and metallic.
Student Reviews :
MARWAN AMMAR says : Really an awesome course! the instructor Abraham Leal explains all aspects in detail I really like his teaching method, the course deserves more than 5 stars.
Prathamesh Suresh Jadhav says : Learned a lots of new things, great teacher, great course . just loved it, Thank you
Are you a beginner and want to create a game character from scratch and take that to a game engine ?
If that is the case then I welcome you to Nexttut Education´s Begginers Guide to Creature Creation for Games.
Instructor : My name is Abraham Leal, I am 3D Artist and producer and I have 8 years of experience in the industry. Currently I lead my own studio Critical Hit where we design and produce projects for the entertainment Industry.
What you can do at the end : At the end of this course, you will able to recreate a 3D Character from a concept. You will understand all the necessary steps to create the Anatomy, Props, Animation Ready topoloogy, UVs, Textures and Materials needed for a final professional look in Unreal Engine 4.
In this Course, we will be covering:
Maya Modelling
Zbrush Sculpting
Anatomy
Retopology
UV Mapping
Texturing
Rendering with Unreal Engine 4
Cinematic Lighting
Post Production
I will start the course by teaching you the basics of Maya and Zbrush. We will then jump into creating our high poly Character as well as all the props and weapons. We will then jump to Maya and Retopologize everything to meet the game engines guidelines. After that we will texture our character in substance painter using several of my favorite techniques. To finalize we will create a small scene using Unreal Engine 4 and we will add some cinematic lighting to our project.
Who should enroll : I have designed this course for beginner level students and artists who want to learn the complete pipeline that we use to create a character for games. However if you already know the basics i am sure you can learn a lot of useful tips and tricks along the way. In this course i will be using Maya, Zbrush, Substance Painter, Photoshop and Unreal Engine 4, so be sure to have all of them installed to follow properly.
Enroll now and take your 3d Character skills to the next level!