
Jose Moreno, a 3D artist and instructor, explores stylized character creation for videogames using Blender, ZBrush, and Substance Designer and Painter, with texturing driving narrative life.
Explore the full workflow of stylized character creation in Blender for video games, from blocking and detailing to optimization, uv mapping, texturing with a pbr workflow, and rigging for presentation.
Block the character's body in Blender using reference art and anatomy guides, starting with the head and torso, sculpting in low resolution with mirrors and remeshing.
During blocking, refine proportions by adjusting arms, neck, rib cage, and buttocks; then construct hands with cubes, apply subdivision and sculpting, use references, and consider retopology for gauntlets.
Block the feet and refine proportions in Blender by building a booted foot from a cube, extruding and looping edges, smoothing, and aligning to the leg with reference lines.
Block and sculpt the head, shaping the face with crease and clay strips to define eyes, nose, lips, and ears, using remesh, shrink wrap, and mirror modifiers for stylized character.
Collapse arm, head, trunk, and leg blocks into a single Blender mesh, then remesh, subdivide, and smooth with clay strips and crease brushes for a fluid, stylized character.
Polish the body by refining the neck, ears, and clavicles, shaping the rib cage and spine, and using remesh, subdivision, and symmetry in sculpt mode to prepare for armor blocking.
Block and shape a leather breastplate for a stylized character by duplicating base geometry, sculpting, applying mirror, solidify, bevel, and subdivision modifiers, and refining edges to match the reference.
Duplicate the arms, sculpt the gauntlet and straps, and refine with displace, remesh, inflate, and bevel; apply mirror, shrinkwrap, solidify, and proportional editing for a finished gauntlet.
Block and sculpt stylized boots for a videogame character in Blender, using lasso trim, box trim, displacement, remesh, inflate, solidify, bevel, shrink wrap, and mirror to refine the boot geometry.
Block the character's skirt, cape, and rings mail while refining proportions, relocating the breastplate, and shaping cloth with sculpt, remesh, and crease brushes.
Block a belt and bag for a stylized character in videogames using Blender; reference-driven belt curves, bevel and solidify, mirror modifier, normals correction, and curvature for a balanced waist.
Create a stylized hair setup in blender by sculpting a base, shaping hair strands with curves, and duplicating them into a braid while minimizing ear intersections.
Learn to create a three-row braid on the head by duplicating strands, removing mirrors, and layering hair pieces, using array, skin, and subdivision modifiers for a natural look.
Block a stylized shield in blender by building a six-plate wooden ring with a metal rim and central semi-sphere, adding supports, rivets, and straps, refined with bevel and subdivision.
Block the character by modeling the sword in Blender using a reference with mirror, bevel, and solidify to shape blade and handle, then add a sheath.
Polish the face by following references, refining eyebrows with solidify and bevel, shaping eyelashes, nose, and lips, and preparing the model for retopology and refinement layer to add surface details.
Clean and organize the Blender file, split into high and low poly collections, then detail the boots through topology repair, subdivision, sculpting, stitches, and wear for game-ready models.
Detail pants through two-part workflow: polish and retopology for clean low-poly topology, then sculpt wrinkles and sewing with multi-resolution tools to match high-poly form.
Continue detailing the skirt by correcting twisted geometry, smoothing with slide relax, and lifting sections for a regular, gravity-guided silhouette. Use proportional editing and normal corrections to enhance realism.
Detail the coat of mail by retopologizing to a regular, square-like polygon grid, then generate interlocking rings with a particle system and shrinkwrap to the underlying surface.
Organize and refine leather accessories on a character by aligning the torso, waist, hips, and rib cage, then sculpt with symmetry to create a coherent, single-piece look and prevent intersections.
Learn to create leather armor in blender with regular geometry, using duplicates, shrinkwrap, solidify, bevel, and displacement, then refine with retopo plane for manual retopology.
Detail the wristband by creating a retopo plane aligned to the object's transformations, then use auto snap, mirror, shrink wrap, and modifiers to form five segments with bevel and smoothing.
Master glove retopology by isolating the fingers, masking and smoothing, using auto snap and shrinkwrap to align geometry, and building clean, low-poly loops for future detail.
Detailing 9 focuses on sculpting and texturing a stylized leather glove gauntlet, using the multi-resolution modifier, subdivision levels, and crease brush to add knuckles, wrinkles, and surface texture.
Duplicate leather objects to low poly and backup folders, clean topology, and remove obstructing pieces. Apply subdivision surfaces and bevel, then build a top-to-bottom multi-resolution workflow for sculpting.
Detail leather surfaces with subtle wear and wrinkles across belts, straps, and armor using crease, pinch, scrape, and clay strips brushes, while using curvature map to preview refinement.
Master retopology and detailing for sleeves by building a 14-vertex cylinder, refining with shrinkwrap, subdivision and multi-resolution, and sculpting wrinkles to achieve a fabric over the arm.
Master head retopology by building loops around the eyes, mouth, nose, and ears to ensure smooth facial deformation. Use low-poly eight-vertex loops, subdivide for detail, and align with skin flow.
Transfer high-poly head details to the retopology geometry using a multi-resolution and shrinkwrap workflow, then refine with sculpt brushes and symmetry for a polished look.
Refine the hair geometry by lowering curve resolution and converting to mesh. Sculpt texture on the braid, apply subdivision and multi-resolution, and refine tips for a natural look.
Retopologize the cape in sculpt mode, refine folds with crease brushes and stabilization, and create a brooch; apply subdivision, solidify, and mirror to prepare clean high and low poly versions.
Craft a metallic brooch for a video game character in Blender, featuring a gem centerpiece, bordered outline, and intricate motifs via subdivision, symmetry, and sculpting masks.
Detail the shield and sword in Blender using sculpting techniques. Use wireframe and loops to adjust resolution, then apply subdivision, bevel, solidify, and mirror for high-poly detailing.
Refine the high poly character by correcting hair intersections, adding sword handle engravings, detailing the shield ring, smoothing the cape, skirt, and legs, and adjust proportions; prepare decimation to optimize.
Optimize a Blender high-poly model by applying multi-resolution and decimate modifiers to reduce polygons while preserving volumes, then apply transforms for a clean handoff.
Learn to align and polish the low poly braid to its high poly counterpart, apply location and rotation, and perform retopology to preserve shape with clean geometry.
Hide the hair to isolate the head and refine the eyebrows on a low poly model using subdivision, shrink wrap, and bevel. Retopologize the lips to match the high poly.
Perform manual retopology on the cape, creating a low-poly version aligned with the high-poly model, using shrink wrap, bevel, and subdivision to clean borders and reduce geometry.
Retopologize the breastplate with a grid-based, quad-dominant approach, adding loops and subdivisions for smooth borders and flaps while using shrinkwrap and mirror modifiers for consistent armor geometry.
Create cohesive low-poly arm and glove geometry through retopology, integrate leather bands, and apply shrink wrap with loops for precise edge flow and smooth shading.
Model belt accessories for a stylized videogame character in blender using high-poly to low-poly workflows with mirror, bevel, solidify, and shrinkwrap modifiers. Adjust loops and purge geometry for bake-ready results.
Align the legs to the high poly knee with shrinkwrap and added loops for smooth deformation. Retopologize the boots and leather, then finalize the low poly model.
Finish the low poly sword and shield by cleaning geometry, applying modifiers, and completing retopology; prepare a single material and get the model ready for UV unwrapping, around 9000 triangles.
Prepare the low-poly model for UV unwrapping by applying modifiers (shrink wrap, solidify, bevel), removing unused pieces, applying shade smooth, and pruning unnecessary edges for clean baking.
Learn to mark seams and unwrap UVs in Blender, balancing texture density and stretching while separating materials with strategically placed seams.
Unwraps the rest of the body for uv mapping, uses a mirror modifier on legs, and separates materials by seams, employing rectify for aligned islands and final island organization.
Organize the character's UV islands by averaging their scale and applying transformations. Use Blender's pack islands, pinning, and margin adjustments to maximize texture space while avoiding overlaps.
Explore the metallic PBR workflow and texture maps—base color, roughness, metalness, normal, height, and ambient occlusion—to create physically based, lighting-consistent materials for video games.
Prepare and bake textured details for a stylized Blender character by exporting collapsed and exploded low/high poly, correcting normals, applying transforms, and testing a normal bake in Marmoset with masks.
Import exploded and merged hi/low models into a Marmoset bake project, configure normals and bent normals, bake curvature and ambient occlusion, and generate png textures with masks and refined cages.
Explore the PBR texturing workflow for stylized game characters, using normal, base color, metalness, roughness maps, plus ambient occlusion, curvature, and bent normals to reveal and control surface details.
Clean the Blender scene, import the FBX model, and adjust geometry for texturing. Create a base material workflow with normal maps and ambient occlusion, then assign materials per object.
Design a stylized hair material by balancing bent normals and ambient occlusion, tuning curvature maps with color ramps, and painting details in texture paint to add depth and dynamic color.
Retouch eyebrows, set specular to 0.2, and adjust roughness for a realistic skin base; use noise textures and color ramps to create irregular reflections, painting ambient occlusion to darken edges.
Texturing 7: cloth guides you to create a procedural top-to-bottom gradient on the cape and other pieces, blending bent normal, ambient occlusion, and curvature for realistic folds.
Explore a unified metal texture workflow using curvature maps and bend normal to drive color, edges, and roughness, then layer ambient occlusion and cavities for depth.
Learn to texture leather for game characters by using curvature maps, color, roughness, ambient occlusion, and noise textures, then apply hue saturation variations to create multiple pieces.
Texture a sword using a wave texture, adjust scale, distortion, and detail; connect bent normal and curvature with a color ramp, refine roughness and ambient occlusion for a metallic look.
transform a leather texture into wood, remove noise, and refine with curvature and ambient occlusion. paint a high-contrast shield mask with a stencil, adjust roughness, and finish by tweaking straps.
Learn to create and apply masks for multi-material parts in Blender. Export PSD masks, organize them, and use shaders to drive color, roughness, and metalness across leather, metal, and gems.
Set color management to standard, then paint eye and skin masks in texture paint, adjust iris hue and pupil, sculpt lips and blush, and save textures.
Export the final textures (base color, metalness, roughness) and the complete character mesh and body mesh as obj files after baking and applying transforms for game integration.
Rig a stylized character using a free rigging tool, place joints and fingers, mirror, then export to Blender with CC Blender Tools and refine weights for the braid.
Pose a stylized character by refining the rig and fixing wrist and heel deformations with weight painting and symmetry. Export the pose and prep textures for the final render.
Add personal touches to a stylized blender character by masking wood variations, painting details, aligning colors across components, and ornamental patterns with uvs and tileable textures for marmoset rendering.
Learn to render a stylized character in Marmoset using three point lighting, environment light, and a shadow catcher while refining materials, maps, and post effects for dramatic, readable detail.
Learn to download free animations from Actor Core, retarget them in Blender's CC pipeline, and preview animated rigs. Enhance dynamics with wiggle bones for hair and weight the cape.
Recap the character creation pipeline in Blender: blocking, detailing, low-poly optimization, UV mapping, PBR textures, Blender shader editor, and final Marmoset presentation, plus publishing on ArtStation and Sketchfab.
In this video game character creation course you will learn everything you need to create stylized characters with Blender.
During this course you will learn how to create PBR characters fully optimized for video games, we will apply different techniques depending on the needs of our project.
We will follow the following workflow:
1. Blocking: we will make the model with very basic geometries to have a general silhouette of our character with its respective accessories.
2. High poly: We will detail completely the high poly model to achieve a clean surface and a high level of detail.
3. Low poly: we will make an optimized low poly version using retopology and other optimization methods.
4. UVs and bakes: We will do the UV unwrap and extract all the details with the map baking.
5. Texturing: We will do the material texturing process in Blender using the node editor.
6. Rig and Presentation: Finally we will rig our character to be able to pose it and make the final presentation.
This course is aimed for intermediate users who want to deepen in the creation of characters, and has more than 25 hours of content, it is recommended that you already have basic knowledge of Blender but if you have little experience and want to take the challenge you are equally welcome, anyway I will provide you with extra material with all the basics.