
Learn to navigate 3ds Max, understand the four viewports and interface, create basic geometry, and master move, rotate, scale, and align tools to position objects for character work.
Create a dagger in 3D Studio Max using editable poly, mastering box shaping, inset and extrude, symmetry, and vertex/edge/polygon selection for a polished prop.
Create essential loops to shape clean topology for a 10,000–15,000 tris low-poly character, detailing chest, arms, hips, and legs with symmetry and topology tools.
Create essential face loops for eye, nasal ridge, nasal labial folds, and lips to enable expressive deformations, using step build, extend, and bridge tools for UV islands prep.
Master torso and neck retopology by blending freeform and editable poly tools to create clean, well-connected polygons, weld vertices, add loops, and validate low- and high-poly meshes.
Create a low-poly belt by shaping a thick top surface to preserve the silhouette around the panther emblem, bridging edges, and using freeform tools; rely on normal maps for details.
Practice unwrap workflow on a fire hydrant model by creating UV shells, placing seams, and using unwrap VW, belt map, and reset peel to unfold cylinders and bodies.
Isolate the belt and lower body, mark seams on hard edges, and create separate uv shells to bake textures cleanly. Prepare for symmetry and stitching in the next video.
Unwrap the body sides, collapse the uvw, then mirror, stitch edges, and use quick pill to separate parts so textures vary on the torso, face, belt, arms, and legs.
Check for errors before exporting your character by fixing polygons with more than four sides, welding overlapping vertices from symmetry, and unwrapping, ensuring clean geometry for substance.
Group and rename all low-poly meshes using the character_lp convention, then create matching high-poly counterparts with character_hp for accurate baking in substance.
Bake game-ready textures in Substance Painter by generating normal, ambient occlusion, curvature, position, and thickness maps from a high-poly to a low-poly character, with 2048 resolution for Unreal Engine.
Import a transparent tattoo texture, prep in Photoshop to remove the white background, then project the tattoo onto the character in Substance Painter, adjusting opacity and blending.
Color the character’s hair and braids with a base color, then add dirt brush details on layers, adjust shade and shine to reveal normal map details, and add facial hair.
Adjust hair color and details for a low-poly game character by painting base and darker tones with a brush, enhancing braids for textures and final rendering in Marmoset and Unreal.
Create eyelashes by generating an alpha map from a UV template in 3ds Max, refine in Photoshop, and apply in Substance with alpha blending for subtle, correctly revealed lashes.
Instructor Info
Corazon Bryant always had an artistic bone in her body. When she was only 2 years old, she would make detailed drawings on her mother's wall. Her mother loved the drawings so much, she decided to keep them. With the encouragement of her mother, she continued drawing and she only got better as time went by. When Corazon was in middle and high school, she earned money making portraits for her classmates and even for her teachers. She pursued a college degree in Media Arts & Animation and later worked for architectural and entertainment companies such as Camm Productions, ID DI Design, and PDT International. She also had an opportunity to do some freelance work for Mega Pickle Entertainment. While working as a 3D artist, she had a chance to teach 3D animation classes in an A+ school. This is when she found her true love - which is not only to talk about 3D endlessly but to also inspire greatness in young upcoming artists. Corazon is currently working on a new project called Victory 3D with fellow industry-experienced artists to provide an affordable and effective learning system that will make it easier for students to get a job in the 3D industry.
Course Info
In this course, I will take you through the entire process of retopologizing, unwrapping, baking and texturing a full body game character. We will start by decimating and exporting our character out of Zbrush. Then we will make a low poly version of our character using 3ds Max. I will go over the importance of having clean topology that will make your character easy to animate and create UVs for. After going through the process of retopologizing, we will unwrap our character. We will unfold our mesh so we can create textures that will fit our 3d model. I will discuss what makes a clean UV set, how to optimize your UV texture space, and the fastest and the most efficient ways to create your UVs.
After we unwrap, we will be ready for baking and texturing in Substance Painter. We will go through the process of extracting our details from our high poly mesh so we can use them for our low poly mesh. We will create realistic skin, wound, scratches, metal, leather, and tattoo by using different types of brushes, stencils, filters, generators, and smart materials.
After texturing, we will put our character inside Unreal game engine to check out how our character will appear in an actual game. At the end, we will create a nice visual presentation of our character in Marmoset Toolbag and Substance Painter. If you are determined to take your high res sculpt all the way to a completely production ready mesh, then this course is for you.