
Convert a high-poly female barbarian into a game-ready low-poly model using decimation, retopology, and UVs. Texture in Substance Painter, build low-poly hair with fibre mesh, and render in Marmoset Toolbag.
Begin from the included high-poly body in the project file or use your own high-poly, then follow steps to create a low-poly model of a female barbarian.
Merge character meshes for game-ready output by ensuring real subdivisions, avoiding dynamic subdivisions, and selectively merging shoulders, kneepads, belt, and weapons, then export a low-poly version for baking.
Export a game-ready character for retopology by duplicating parts, removing symmetry, decimating to a low poly, and preparing with layers and curves for accurate baking in Max.
Learn the retopology workflow in 3ds Max to connect armor to the body, optimize polygon flow, and manage triangle budgets, including extrusion, ring collapse, and symmetry for game-ready characters.
Continue retopology for a game-ready barbarian model by adding edge loops, bridging gaps, and refining low-poly topology while preparing for high-poly bake and normal maps.
Continue retopology practice by refining edge bridging and triangulation, converting high-poly models to clean low-poly topology, and preparing for baking and game ready textures for armor and limbs.
Master retopology techniques for game-ready characters by refining belts, detaching and attaching armor to the hand, decimating meshes, exporting, and baking for clean low-poly to high-poly workflows.
Master retopology of the head for a game-ready character by balancing polygon count, clean topology, and baking normal maps using low/high poly workflow, symmetry, and reference meshes.
Master retopology for a necklace circlet by merging into one mesh, polishing polygons, bridging gaps, and baking with smoothing groups for a game-ready workflow.
Learn practical retopology techniques for teeth, eyes, and earrings on a symmetrical low-poly barbarian character, including alignment, symmetry, cloning, baking, and texture sets including a normal map.
Perform retopology on the legs and belt of a female barbarian warrior, using low poly geometry, polygons optimization, and careful belt loop connections to optimize baking and normals.
Learn leg retopology workflows for game-ready characters, refining edge rings, connecting and moving edges, deleting and bridging polygons, and preparing low-poly topology for textures in substance painter.
Learn retopology of legs, shoulders, kneepads, and knife, optimize low-poly topology, unwrap and bake textures, and use symmetry to streamline character workflow.
Learn retopology techniques to create a game-ready axe and skirt for a female barbarian warrior, using symmetry, low-poly optimization, edge loops, and careful manual adjustments.
Finalize the retopology with symmetry and accurate pivot placement; weld vertices, project uv maps, and prepare a clean low-poly model for baking in a game-ready workflow.
Master uvw mapping in a sculpted character workflow by creating seams, separating parts (front, back, horse), and refining uv maps with quick unwrap, relax, and packing for clean texturing.
Unwrap the head and hand, fix overlaps, and create clean uv islands using cuts, seams, and quick peel in a game-ready workflow.
Master unwrap workflow for a game-ready female barbarian, detailing cutting and detaching inner mouth, eyes, and ears, building clean loops, avoiding extra triangles, and unwrapping with mirrored welded seams.
Learn a game-ready head workflow in Max: unwrap and flatten UVs, export and import between Max and ZBrush, fix seams around the mouth and eyes, and apply consistent materials.
Learn to bake game-ready characters by exporting high- and low-poly parts from max and zbrush, then bake normal maps in x normal for optimized textures.
Bake and apply normal maps in max, adjust bump and flip green for minus Y, export as fbx, and refine smoothing groups and edges for clean low-poly results.
Bake normal, diffuse, and ambient occlusion maps from high-poly to low-poly meshes, fix UV and overlap issues, export and re-bake to achieve clean textures.
Explore a game ready substance metal workflow, layering base color, metallic, roughness, and normal maps, then sculpt wear, dirt, and edge wear with masks, generators, and texture edits.
Create a game-ready leather and metal texture for a female barbarian armor in Substance Painter, using smart masks, dirt, edge wear, and environment lighting for realistic reflectivity.
Learn to texture wood, fabric, and gem in a game-ready workflow, adding edge rust, dirt, masks, and procedural textures to control roughness and metallics.
Demonstrates a game-ready texture workflow for a female barbarian, fixing ambient occlusion, refining color maps, masks, and roughness, and detailing lips, teeth, and eyes.
Export textures and configure settings to pack albedo, normal, occlusion, roughness, and metallic maps, import into Marmoset, adjust lighting and HDR, and set up final render for a game-ready character.
Learn to build hair planes on the scalp with masks, color layers, and curved brushes, using symmetry and weld points, then export textures for Marmoset and Substance Painter workflows.
Lay hair planes from a central plane, disable symmetry, elongate and weld points to shape the ponytail, then prepare a fiber mesh texture for a game-ready workflow.
Learn to create game-ready hair textures for a female barbarian warrior by building dense vertical hair clumps, refining with brushes and masks, and baking normals for a seamless render.
Unwrap hair uvs, bake 2k normal and diffuse textures, and refine alpha maps for hair in a game-ready workflow, including lashes and hair shading in marmoset.
Master a game-ready hair workflow by building hair planes, textures, and alpha maps, refining diffuse and normal maps, occlusion, and layering in a brush-based pipeline for a female barbarian warrior.
Balance the polygon budget and triangle counts while refining hair clumps, export the mesh, and preview it in marmoset to ensure a polished character.
Instructor Info
Nikolay Naydenov is a Senior Character Artist currently working in Gameloft. Nikolay always had deep interest in art. In his spare time he was either reading a book or scribbling on a notebook ever since he was a child. He has been in the game industry since 2007 and had worked in many projects. The project that he is most proud of is the game titled March of Empires. He loves his job as a character artist especially when he is given freedom to do his own concepting and ideas. His advice for everyone just starting out is to spend lots of time learning software programs, be efficient and fast, and also spend many hours learning the anatomy, studying faces, and muscles underneath the skin. As every profession, to be good at something, you have to practice a lot. He recommends students to always look for improvement and never settle. He believes good things require sacrifice of time and other pleasures and this can turn your passion into a profession.
Course Info
In this course, you will learn how to make a low poly character from a high res mesh. First, we will start by exporting the high poly in parts, using the Decimation Master tool in Zbrush. Then we will import them in 3ds Max, and start making the low poly by retopologizing the decimated meshes. We will learn how to retopologize and make the most out of our forms with fewer polygons. Then we will make the UV coordinates for our low poly and bake the textures in Xnormal. After that, our textures and low poly will be imported in Substance Painter, where you will learn how to make realistic metal, leather and other materials for your character texture. Then it will be time for Marmoset Toolbag, where we will make the most of our textures and model, to achieve the final result that we like. Last, but not least, we will learn how to make low poly hair from scratch. From making the hair planes brush in Zbrush, to making the texture and normal map from Fibermesh, and ready game hair in Marmoset. The end result will be a beautiful production-ready game character.