
Dive into a beginner guide to stylized character creation for games, covering anatomy, props, UVs, textures, and rendering with Maya, Substance Bainter, Photoshop, and Marmoset Toolbag.
Discover a stylized game character pipeline from high-poly sculpting in Maiya and Sèvres to low-poly, UV, and PBR texturing, finishing in Marmoset Toolbag with heroic proportions and a 50k target.
Master Maya ui basics and project setup to navigate the 3d world, move, rotate, and scale with keys q w e r, and build a snowman from primitives.
Explore the fundamentals of 3D components—vertices, edges, and faces—and how triangles and squares build objects in Maya, with emphasis on triangulation and workflow for character creation.
Learn how to optimize Maya for character creation by disabling unused plugins, adjusting viewport settings, and building a personalized shelf with essential tools.
Learn basic modeling tools in Maya, using a six-division cylinder to create a barrel with extrude and bevel, while applying symmetry and polygon optimization.
Model the first prop for a stylized game character by creating a shotgun shell in maya using reference images. Use extrusion, bevel, and insert loop to add precise details.
Explore the complete pipeline for stylized game props, from high-poly modeling and low-poly optimization to UV maps, texturing in Substance Painter, and final render considerations.
Model a sci-fi shovel by building complex objects from simple shapes, using extrusion, beveling, mirroring, and circularize techniques with a 12-sided cylinder to create a stylized game asset.
Explore stylized character creation by modeling a shovel handle, starting with an eight-sided cylinder, extrusions, beveling, and a mirrored, hollow pipe for a polished, low-poly look.
Model a shovel head in Maya using topology, quads, extrusion, and mirroring. Refine with bend and bevel to achieve sharp and curved edges.
Build the shovel connection by forming a cone and hollow cylinder, then use extrusion, poke, and mirror to add guards, thickness, and prepare for a low-poly game prop.
Model a stylized combat knife using mesh tools, polygons, extrude, and bevels, focusing on topology, holes, serrations, and sharp versus soft edges for a high-poly, game-ready prop.
Model the combat knife cover as a flat leather shell, add bevels and pockets, align and refine edges, and combine into a single high-poly asset ready for retopology.
This introduction to ZBrush walks you through the interface, how brushes modify polygons, and essential navigation with a tablet, including brush intensity, pressure, draw size, and alpha.
Master form and volume, light and shadow, and silhouette through stylized skull sculpting, using basic forms and brushes in Maya to refine proportions and topology.
Sculpt a stylized skull for games by refining proportions and silhouette, adding teeth and horns, then use masking and topology tricks to boost detail.
Master the stylized skull sculpt by refining form and silhouette first, then layer bone texture and cracks using basic tools like the standard brush and clay build up.
Identify common zbrush errors and fix color channel missettings, dynamic brush issues, and subdivision-related loss of volume; apply mirror, masking, and proper subdivision to preserve symmetry.
Learn to customize the Seabridge UI in ZBrush by enabling preferences and dragging tools to four shelves, then optimize lighting and materials for faster workflows.
Learn to use a base mesh as a starting point, measure head proportions with seven and a half heads, and sculpt a stylized character through dynamic, symmetrical shaping.
Block the head by planning the planes of the face and dividing into thirds to place eyes, nose, and mouth, then build depth with subtools.
Refine a stylized video game character's face by increasing resolution, blocking sharp eyelids, nasolabial folds, jawline, and cheekbones, and blocking hair to establish strong planes and perspective.
Master Maya export and import workflows, creating a base mesh with live surface, then use append, subdivision, and geometry divide to build a shirt for baking into the final character.
Create a stylized character jacket through masking, extraction, and dynamic sculpting, refining volume, wrinkles, and silhouette with polish, geometry, and symmetry for games.
Explore modeling pants for a stylized game character by splitting masks to create a solid pants object, detailing wrinkles in compression areas and along the legs for believable folds.
Explore the anatomy of cloth folds to sculpt jackets and pants with believable weight. Identify compression points, contact points, pillars, rest areas, and support folds to guide wrinkle placement.
Refine the jacket by adding stitch lines, wrinkles, and volume using lightbox tools and Lazy Mouse, delivering natural seams and controlled asymmetry for stylized character clothing.
Refine the jacket by sharpening edges, adding zippers and pockets, and shaping the hoodie silhouette while increasing resolution, smoothing surfaces, and baking details onto a clean low-poly mesh.
Refine the pants of a stylized game character by building volume and folds, coloring parts for progress, and shaping seams, zipper, and belt while planning boots as placeholders.
Sharpen the pants' folds with trim dynamic to create crisper, stylized wrinkles that respond to light and texture, then move on to refining the face in the next video.
Refine the face topology by projecting high-poly details onto a low-poly mesh, shaping the jaw, eyes, and mouth for a stylized look. Use remeasure and subdivision controls to sharpen projection.
Model the inside of the mouth for a stylized character, shaping the tongue, teeth, and lips with masking, symmetry, and dynamic sculpting techniques.
Refine the stylized ear anatomy and head proportions to match the concept, using masking, symmetry, and dynamic sculpting to define the ear canal, tragus, and contour.
Block the hair for stylized characters using three approaches: haircuts, sculpted hair, and fiber mesh. Learn to split the head into sections and refine volumes for overlapping strands.
Learn to sculpt stylized game hair, balancing symmetry and dynamic strands with mirror, weld, and clay buildup, using polish and sublevels to build realistic volume.
Sculpt hair part 2 uses curved brushes and lock-start curves to add multiple strands, isolate sections, and shape the flow; emphasize dynamic polish, color separation, and silhouette considerations.
Model stylized hands for games by detailing forearm anatomy, knuckles, tendons, and square fingers with volume, while blocking and preparing for subdivision.
Refine stylized hands by transitioning from dynamic blocking to clean subdivision, add knuckles and nails, sculpt wrinkles, adjust topology through projection and masking for games.
Assemble the game character scene by importing a decimated mesh from Seabridge into Maya, align scales, and arrange props like knife and shovel to match proportions with an organized workflow.
Model a sleeping bag by lofting a curve and extruding into polygons, then refine with symmetry, bevels, and lattice deformation for a stylized look.
Model the sleeping bag accessory by building straps, borders, and buckles with extrusion, beveling, and mirroring, while paying attention to tension and negative space for a clean, stylized look.
Model belt buckles efficiently by using reference images, controlling polygons, and building separate parts for realism, duplicate and reuse across assets for consistent topology.
Refine belt buckles by duplicating and inverting parts, modeling subtle details with cylinders and planes, extruding and patching meshes for clean, reusable buckles.
Learn how to model stylized backpacks efficiently, adding belt buckles, using duplication and mirroring to optimize texture space, and manage depth for clean assets.
learn to refine a stylized backpack by extruding panels, adjusting thickness and borders, adding belt buckles and window details, and preparing buckles and textures for a three-backpack setup.
Refine a stylized backpack by adjusting silhouettes, adding details with extrusion, bevels, and paracord, while balancing production efficiency and visual appeal.
Build backpack d from a cube, shape a through lid, bevel and extrude for depth, add straps and mirrored sides, and finish with clean edge loops for a low-poly look.
Organize assets by separating pieces and grouping backpacks in a master assembly. Learn to position, scale, and align gear for clean visualization and easy reuse.
Discover how watertight meshes enable easier rigging by ensuring most of the character forms flow as a single welded mesh, while deciding which parts should be separate pieces.
Model a stylized magazine bag by blocking a volume, extruding edges, beveling, and adding Velcro straps for a compact military look. Reuse parts and textures to streamline production.
Model a stylized watch for a game character by bending segmented elements into a circle with a non-linear bend and adding a clock face, buttons, and a band with bevels.
Explore stylized character belt design by modeling a two-loop chest and hip harness, ropes, and buckles, using edge loops, extrude, bevel, and smoothing to achieve a watertight, asymmetric belt.
Learn to model a stylized chest belt for game characters, using smoothing, anti-aliasing, and careful topology to avoid jagged normals, plus creating belts, buckles, straps, and borders.
Model the chest belt with the buckle, cloth patch, bag, and connecting straps for a stylized game-ready look. Use kid bashing to assemble a cohesive, decorative detail while keeping symmetry.
Explore adding jacket details for stylized game characters, including side flaps, patches, belts, and seams, using Maya-style modeling workflow and texture-ready elements.
Explore kneepad modeling for a stylized game character, shaping hard and soft plastic layers with straps, while refining topology and knee bending for animation.
Block out a stylized boot using a low-poly cube, extrude the sole and heel, and refine the profile with careful topology and edge details.
Model the boots by aligning planes, extruding details, and refining thickness to preserve silhouette for rigging. Create laces, tongue, and molded elements with careful edge and polygon control.
Explore advanced boot modeling techniques, adding brown fabric details, sharp tongue, hard surface pads, and clean topology using duplicates, constraints, lattices, and mirrored symmetry to achieve a polished cartoon look.
Follow a practical workflow to model a stylized scar gun by importing blueprints, blocking the main parts, optimizing topology, using booleans for holes, and mirroring for a game-ready low-poly mesh.
The lecture demonstrates modeling a gun in Blender, detailing the main body, hollowing sections, topology with quads and mirroring, and planning sand metal, black plastic, silver materials.
Explore stylized weapon modelling by building the trigger and cartridge with clean topology, extruding and mirroring polygons, adding bandages and ergonomic shaping for a cartoon scar.
Model the front gun barrel using a 12-sided cylinder, extrude and bevel for clean topology, and add a dot sight and nozzle with cuts and booleans.
Continue modeling the rifle stock, refine back section, add support edges, bevel edges, mirror geometry, cut with knife tool, extrude and bevel to match concept, plan texture details later.
Block and shape a cartoonish red dot sight using basic geometry, bevels, extrudes, and simple materials, detailing rails, legs, and housing for a stylized game character weapon.
Model a stylized pistol in a modular, low-poly workflow by blocking the Glock, extruding the cannon, adding loops and support edges, and mirroring for a complete gun.
Learn to sculpt a stylized pistol part by part, extruding and smoothing main volumes, shaping the trigger, beveling edges, and planning texture decals, while keeping geometry efficient for games.
Model a cartoonish pistol holster using box geometry, thickness and extrusions, adding straps, buckles, and negative spaces to fit a Glock pistol with practical topologies.
Consolidate character pieces into main components, export selections from assets, import into Seabridge, and sculpt wrinkles with symmetry for a cohesive mesh ready for final polish.
Refine the pants and belts to create realistic silhouette pressure, add wrinkles, stitching, and subtle damages, and ensure a single cohesive mesh for the character.
Decimate high-poly assets with decimation master and pre-process to create low-poly and high-poly versions. Use the soldier_<name>_low and soldier_<name>_high naming, group objects, and preserve UVs and vertex color for baking.
Learn retopology of the face and how the apology process yields clean, optimized topology. Explore eye and nose topology, symmetry, low-poly budgeting, edge loops, and mirroring for efficient game-ready meshes.
Learn retopology techniques for a stylized face, emphasizing edge loops, zygomatic arch, and mouth topology to preserve expression and shadows while keeping a lightweight head.
Master retopology of the face, including ear edge loops and silhouette shaping with triangles and quads. Optimize topology to improve shadows and normals.
Master retopology of the neck by forming a seamless neck loop into the chest and jacket, preserving silhouette and preparing a stitch line for swaps.
Build an arm loop and a 12-sided shoulder cylinder to show how the shoulder connects to the body, refining edge flow and stitching belt and zipper details into clean topology.
Learn to craft a clean, symmetric arm topology with strategic triangles and loops to capture wrinkles, maintain a 14-edge count, and prepare for UVs and textures.
Learn retopology of the forearm by sculpting a clean low-poly surface from a high-resolution mesh, using a cylinder proxy, envelope, and careful edge loops to preserve volume during finger bending.
Begin retopology of the hands by reducing finger edges from 40 to 14, connecting fingers along a middle seam for clean uv maps, and shaping knuckles for volume and rigging.
Retopologize the shoes with a bottom-up, symmetry-driven approach, aligning the heel and ball-of-foot bones for animation while baking detail into textures and maintaining a clean silhouette.
Explore retopology techniques for the lower pants in a stylized game character, bake normal maps from optimized UVs, and balance wrinkles with practical edge loops for better rigging and deformation.
Master retopology of the upper leg by constructing edge loops that preserve silhouette during bending and prepare geometry for UVs and asymmetrical details.
learn practical leg retopology for stylized game characters by stitching clean edge loops, choosing triangles and quads for volume, and baking detail into the normal map.
Merge the low-poly leg meshes, erase extra history, and bridge key areas to finish the retopology of the leg details part 2 for game-ready topology.
Master back retopology for a stylized game character. Build a clean back belt from a low-poly mesh using live surface tools, edge flow, and stitching triangles for the normal map.
Continue chest retopology by isolating border loops, extracting faces, and building a cylindrical detail to capture the pectoral region, zipper, and belt while stitching and simplifying geometry.
Develop the chest retopology for games by shaping the belt silhouette with edge loops and triangles, while preserving UVs and preparing clean normal maps.
Learn practical retopology for a stylized chest, verify deformation with bend tests, build a modular, low-poly mesh, and ensure a watertight topology suitable for game animation.
Learn retopology of the hair for games, including creating sharp silhouettes, symmetry-based modeling, and texturing hair as a separate piece to enable haircut switches, while optimizing geometry.
Apply retopology to the bags to achieve a clean, low-poly silhouette. Utilize symmetry, mirroring, and careful topology to minimize triangles while preserving the bag's silhouette.
learn to retopologize stylized sleeping bag props for games by creating a clean, watertight, single-mesh geometry that captures curvature and silhouette, optimizes UVs, and bakes details into a normal map.
Learn practical retopology of non-decimated props by creating clean low-poly versions from high-poly elements, collapsing edges, deleting unnecessary bevels, and preserving silhouette within polygon budgets.
Develop retopology techniques for non decimated props by creating a watch and shovel with low-poly topology. Prepare assets for UV mapping and textures in Substance Painter.
Explore gun retopology by separating animated parts (barrel, nozzle, trigger), building a clean low-poly mesh, and optimizing topology with subdivision, bevels, and level of detail concepts.
Master retopology of a gun holster by constructing a clean mesh with symmetry, edge loops, and triangles. Apply a normal map and ambient occlusion to achieve realistic hard-surface detailing.
This lecture continues retopology of the gun holster, improves curvature for accurate baking, rebuilds buckle geometry, and outlines efficient stitching and anchor-point techniques ahead of UV mapping.
Learn retopology of the scar by building clean high and low poly groups, beveling edges, optimizing geometry, and preparing UVs and baking steps for a master scene.
In retopology part 2, combine three pieces into a single barrel, build low- and high-poly versions, add loops and bevels for clean curvature, and prep UVs for baking.
Retopologize the scar for a stylized game asset, transitioning from high-poly to low-poly meshes using booleans and smoothing, and building modular weapon parts for baking.
Learn retopology techniques to convert a high-poly scar weapon piece into a clean low-poly model, using mirroring, bridging, extrusion, and watertight mesh for optimized game silhouettes.
Learn UV theory and the texturing workflow for characters, including deleting UVs, cleaner mapping, cuts, unfold, and layout. Use a three-quarter camera view to create clean UVs and texture templates.
Explore baking theory to transfer high-poly detail into low-poly game props, using two objects in a shared uv layout with shell padding and seven maps, including normal and worldspace normal.
Plan texture budgets and map distribution for a hero character, grouping weaponry, props, and the face into shared uv texture maps, while maintaining consistent texel density.
Unwrap and texture game props by assigning consistent color IDs, grouping parts, and creating clean UV shells via planar mapping; optimize texel density for 2k textures.
Learn practical uv mapping for a stylized game character by cleaning the mesh, adding cuts, unfolding shells, and optimizing texture layout for face and hands.
Refine character geometry by adjusting UV mapping and mesh alignment, preparing texture resolution for the texturing department. Plan flat color blocks for hair, eyes, clothing, and body with clear separations.
Learn practical uv mapping for stylized game characters, fix overlapping meshes, create clean seams, unfold and layout guns and accessories, and prepare assets for substance painter.
Prepare files for baking by organizing UVs, checking resolution, and packing textures. Combine guns into a single material, create low and high groups, and export for Substance Painter.
Explore substance painter's interface, layers, and masks, and learn to build materials using albedo color, metallic, roughness, and normal maps, with color selection masks and painting workflows across texture sets.
Master stylized character texturing by blending plastic and metallic elements with precise masks and color choices. Use ambient occlusion and generator lighting to add depth and a bold, cartoonish look.
Learn to texture a character's body and jacket by applying color layers, masks, and generators like light generator, edgeware, and dirt generator to create highlights, shadows, and wrinkles.
Learn how to fix and optimize a rope asset for a stylized game character by duplicating high/low poly versions, smoothing, UV unwrapping, and re-exporting textures and materials.
Master body texturing techniques in Substance Painter, from masking upper straps and base color adjustments to adding metal edgewear, decals, symmetry-driven details, and zipper and hoodie refinements.
Texture the pants by organizing jacket details, isolating denim with color selection or UV masks, and painting layered highlights, shadows, dirt, and scratches to add depth and realism.
Texture boots using layered color masks, paint layers, and smart materials to render rubber, leather, soles, and metal details with shadows and highlights for a stylized look.
Learn to texture a character's skin using layered base tones, red and blue channels, masks, noise, and subtle subsurface scattering techniques to add depth, crevices, and realism.
Apply stylized skin texturing by adding beard and eyebrows on a new layer, using symmetry and masks to sculpt sharp, comic-style shading, highlights, and depth with roughness and light generators.
Texture the character and props by applying eye textures with a projection map, painting color and roughness, and adding selective shadows and dirt with masks and generators.
Explore texturing props for a stylized game character, building knife, shotgun shell, and watch with layered materials, masks, uv selections, color, roughness, heightmaps, and emissive maps.
Export textures from Substance Painter for five texture sets at 2k, packing albedo, ambient occlusion (red), roughness (green), and metallic (blue) into a single file for real-time preview.
Master marmoset basics for stylized character renders, including an infinite background setup and a three-point lighting setup with key light, fill light, and green light.
Master a fast rig for stylized characters by combining the mesh, building bones from spine to limbs and fingers, and mirroring joints to pose instantly, not for animation.
Bind the character’s geometry to its bones using geodesic voxel or distance methods, then refine skinning, fingers, and rig placement to prep for export.
Place the props onto the character for the final render, adjust positioning and textures, then combine into a single mesh and export a turntable shot.
Export high-resolution renders from the turntable setup, adjust contrast and color in Photoshop, and assemble a polished stylized character portfolio for game development.
Is this course right for me : If you are a complete beginner looking for a course which teaches you how to create a real time game character and covers everything form Sculpting, retopology and texturing of a game character, specifically stylized kind of character then yes, this course is for you. Basically you want to learn to create a complete real time character from start to finish.
This course is not for me if : If you are an advance artist or student who knows the entire pipeline and looking for a realistic character making course then this is not a course for you. We have other courses which covers that.
Requirements to enrol : This course is for complete beginners that means you don't need any prior knowledge of the used software in this course.
We have covered the basics of each software we have used in this course. But you need to have Zbrush, Maya, Substance Painter, Marmoset Toolbag and Photoshop installed on your PC.
Software we are gonna use : Maya, Zbrush, Marmoset Toolbag, Substance painter and Photoshop.
If it sounds like you then keep reading.
What will you learn :
Character Modeling and Sculpting
Retopology in Maya
Texturing in Substance Painter
Rendering in Marmoset Toolbag
Who am I to teach : 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.
Thanks again for watching Nexttut education and as always, enjoy.
ENROLL NOW and I will see you in the 1st lecture.