
Image and Reference Viewer
Industry Standard Anatomy Resources Necessary for Realistic Anatomy Character Sculpting
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The Importance of Reference
Zbrush for Concepting
Installing ZBrush Preferences and UI
ZBrush hotkey menu and lightbox overview
ZBrush viewport manipulation
Adding Additional Subtools and Splitting
Understanding the Move Tool
Inserting, Splitting, Moving, Etc.
The Differences between ZTools and ZProjects
Build Up Major Forms of the Face
Dynamesh Features, Polygroups, and More!
Building up the Forms of the Eyes
Building up the Forms of the Nose
Building up the Forms of the Mouth
Building up the Forms of the Ears
Building up the Forms of the Horns
Utilizing the ZModeler within Zbrush
Timelapse and The Power of Live Booleans
Merging Two or More ZTools into One Scene
Resculpting our Horns
Utilizing the Curve Brushes and Timelapse
Timelapse and Tips & Tricks
Subdivision Ready Model and Transferring Details
Finalizing the Secondary Details of the Face
Adding Subtle Skin Noise
Utilizing Alphas and Cont'd Detailing
Finalizing the Tertiary Details Using Layers
Finalizing the Hi Poly Sculpted Horns
Finalizing the Hi Poly Sculpted Wheel
Tips and Tricks for Hi Poly Rope
Preparing our Models for Retopology
Prepping our Hi Poly Sculpts for Baking
File Formats While Exporting in Zbrush
Gaining an Understanding of Topology
Maya Viewport Manipulation
Understanding Group Organization
Setting up our Scene to Begin Retopology
Understanding the Quad Draw Tool
Retopologizing Our Sculpted Mesh
Symmetry, Mirroring, Cleanup, and More!
The Final Topology for Our In Game Models
Understanding The Importance of UV Unwrapping
UV Interface, Shortcuts, Seams, and Resolution
Unwrapping Cylindrical Assets
UVing Quickly and Efficiently
Scaling Our UVs For Layout
Mirrored UVs and Baking Tips
Completing Our UV Layout
Preparing Our Models for Baking
Baking Our Maps in Xnormal
Snapshotting Our UV Layout in Maya
Creating Our Final Maps for Texturing
Substance Painters User Interface
Setting Up Our Substance Project
Plugging in Ao, Normal and ID Maps
Substance Map Baking for Utilizing Materials
Texturing Wood within Substance Painter
Blocking in our Base Materials
Texturing the Skin in Substance Painter
Finishing the Textures within Substance Painter
Exporting Maps From Substance
Hi there! Welcome, and thanks for choosing Class Creative’s Complete Character Creation Guide: Intro to PBR Assets for Games!!
In this foundational course we will be learning the fundamentals of Character Modeling, where we will cover the following core skill sets:
Sculpting, Optimization, Texturing, and Character Setup
We’ll be utilizing the latest software packages that top tier gaming studios of today use to create all of your favorite titles! The software packages that we’ll be covering are:
Zbrush, Maya, Substance Painter, Unity Game Engine, and Marmoset Toolbag 3.
What students are saying about this PBR character modeling creation guide for games course:
"Amazing! This course connects everything together cohesively. I know a bit of Zbrush and Maya but always wondered how they were used together. Love how clear and structured this course is! Excited thinking of what is possible. Thanks so much!" - Shahnawaaz Khan
"I've learned quite a bit with this course! It's very in depth and thorough with its instruction. Highly recommend!" - Richard Anyel
"Absolutely awesome! , it was worth buying this course, as it augments your skills significantly." - Raphael Jolly Tunious
"Very nice tutorial ! I learned lots of things and tutor answered my questions quickly. Good for beginners." - Berke Ram
"It was a good class and topics were covered well. Tutor was good and also suggested other artists to refer. Zbrush, repotology, substance painter, marmoset were explained well. Thanks!" - Sakshi Uchil
"This course, so far, is exactly what I was looking for! The instructor does a great job of explaining not just the material but the initial starting of a project as well as the things that go on in the "background" which may affect the things that you create." - Pascal Borner
Why Learn From Class Creatives?
Over 20 years of professional industry experience and nearly a decade of accredited university level instruction. Instructors featured from Studios such as Walt Disney Animation Studios, Walt Disney Television, Google, Nintendo, Naughty Dog, Insomniac, Sony Computer Ent, Sucker Punch, Guerrilla Games, Infinity Ward, and more!
Who This Course is For:
The great thing about this course, is that we has something in store for everyone. Whether you are just a beginner interested in Character Creation, or a Master professional looking to brush up on your current skill set, this course has material you surely won’t want to miss!
As with all Class Creative’s courses, we’ve laid out a structure that covers the full spectrum of industry standard character workflows from start to finish.
Please remember, if this is your first time creating a 3D character, we highly recommend that you follow the outline carefully, according to how our instructors have structured the course. We wouldn’t want you to miss out on any details!
However, if you are an advanced user and are looking for something specific to add to your repertoire feel free to dive in and skip to any sections you’d like to focus on.