
Begin with a high-poly character, craft a 25,000-triangle low-poly, then retopologize, uv map, bake two texture sets (normal, roughness, metallic, diffuse, ao), rig, pose, and render a turntable in Blender.
Configure Blender 4.4 for fast sculpting by enabling input navigation, F2 add-ons, screencast keys, matcap, brush shortcuts, and quick favorites for sculpting and modifiers, then save resources.
Learn to sculpt a beautiful female face in Blender by refining eyes, nose, ears, lips, and cheeks with careful smoothing, symmetry, and brush techniques such as draw sharp and grab.
Follow a practical head-sculpt checklist to refine proportions, features, and silhouette in Blender, checking three-quarter views and adjusting eyes, nose, mouth, ears, neck, and jaw.
Learn to sculpt stylized hair and refine facial proportions in Blender, using pinch, draw sharp, and clay strip brushes; plan volume, reference, and side profiles for a game character.
Explore modeling the torso and legs in Blender, using references and symmetry, and shaping anatomy from clavicle and sternum to pelvis, with emphasis on breasts, legs, and pose.
Learn to build a heroic female knight’s arms and hands in Blender by using head-height proportions, duplicating blocks, adjusting pose to 45 degrees, and refining fingers, knuckles, wrists, and topology.
Refine a female Blender body by checking leg anatomy, straight inner leg, tapered lower leg, and smooth ankles, using mirror, remesh, and mindful polycount for a poised armor silhouette.
Create a slightly open mouth with teeth, color the face, use masking of the upper lip and symmetry to refine the vampire and canine teeth, and retopologize.
Create stylized eyelashes for a game character in Blender using mesh planes, extrusion, and mirroring for a low-poly look suited to mobile games, with eyeliner and brow tweaks.
Starting the helmet 3d sketch, the instructor names parts, hides the hair, and frames a cool game-character helm around the head in blender, emphasizing concept over realism.
Learn step-by-step 3D sketching of torso armor and helmet in Blender, using multiple passes, sculpting with symmetry, and building armor, fabrics, low-poly UV textures for game characters.
Model shoulder armor and a skirt for a moth girl using a half-sphere shoulder with a border, applying symmetry, extrusion, sculpting, and modifiers toward a game-ready high-low poly workflow.
Craft elbow and knee armor for the Moth girl in blender, testing shoulder placement, symmetry, and extrusion while exploring low-poly and high-poly workflows, multires, and uv baking concepts.
Model elbow, shoulder, and knee armor for a moth girl in Blender, comparing one-piece and outer-part elbow armor, and applying extrude, rotate, edge loops, and sculpting techniques.
Model the moth girl’s ears or wings from the front view, refine with sculpting and mirrors, then shape armor with mask and extrusions, using solidify for a game-ready mesh.
Iterate on the legs and feet armor, smoothing and detailing knee armor, apply retopology and sculpting to shape the pieces, then extract and prepare a sword concept for later texturing.
Start sword modeling in Blender by building a blade from a plane, aligning orthographic views, extruding and beveling, and using a mirror modifier to shape the handle and guard.
Learn to add sword details in Blender using geometry, duplicating and separating parts, extruding, scaling, and rotating to fit the moth wing, keeping low-poly design with mirror and solidify modifiers.
Create a detailed sword in Blender, refining the guard and blade, adding a spiral handle with curve objects, using extrusions, mirror clipping, edge loops, and retopology.
Develop and refine the moth girl’s arm armor and helmet in blender, using cylinders, sculpt mode, masking, and solidify, then adjust proportions and plan high-poly baking steps.
Refine the torso armor in a 3d sketch within Blender, adjusting hinges, borders, and negative shapes, while color-tuning the body and preparing for high-poly detailing.
Retopo the helmet geometry in Blender by masking, starting from a plane, extruding and bridging to quads, and refining edge sharpness with mirror, solidify, and subdivision for a clean silhouette.
Refine the helmet high poly in Blender by extruding, duplicating, and shaping polygons, applying solidify, subdivision, and mirror modifiers, and exploring sculpt and edit modes.
Adjust the model and enable overlays and screencast keys, then refine the ears with sculpting and multi-resolution. Refine armor topology with edge loops, masking, and extrusion for a clean bake.
Hone the moth girl's armor in Blender by refining polygons, applying subdivision and solidify modifiers, sculpting and crease sharpening, and using curves and retopology for a smooth, detailed finish.
Continue refining the torso armor in Blender with extrusion, edge loops, and sculpting to fit the body, then apply solidify, sharpen creases, and fix symmetry for a game-ready finish.
Finish the front body armor in Blender by refining edge flow, crease, and thickness, using edge loops, extrudes, mask extract, solidify, and mirror for high-to-low baking.
Define the moth girl's back torso armor in Blender, smoothing and inflating the orange areas, aligning a two-piece back with the front, and shaping curved back details with bezier curves.
Finish the torso armor high poly by connecting back pieces with edge loops, shaping thickness, and sharpening edges for a bake-ready low-poly game asset.
Refine shoulder neck armor in Blender by adjusting topology and edge loops, then apply multi-resolution subdivision for a polished high-poly look.
Learn to create skirt armor in blender by building inner neck armor and belt, refining with edge loops and creases, and using solidify and subdivision modifiers for a game-ready result.
Refine the moth girl thigh armor in Blender by sculpting in sculpt mode, managing the mirror and solidify modifiers, and adding edge loops for high-poly detail.
Develop a high-poly knee armor using precise polygon modeling, edge loops, and crease techniques with solidify and subdivision surfaces, leveraging symmetry and UV-ready prep for baking.
Refine the knee armor by applying subdivision surfaces and solidify modifiers, create clean edge data with creases, and retopologize for a precise gold-accented finish.
Refine the lower leg of the moth girl by applying the solidify modifier, sharpening edges, narrowing forms, and adding borders, then use remeshing and multiresolution to optimize the game-ready mesh.
Separate the foot armor pieces, extrude the shapes, and apply solidify and subdivision surface to create durable armor. Add rivets, sharpen edges, and bake considerations for a game-ready finish.
Enhance the arms by refining the feet armor with extra edge loops, precise extrudes, and sharpened creases, then apply subdivision surface and edge data to achieve clear, realistic armor.
Refine the moth girl wings in Blender, using edit mode, edge loops, and curves, with solidify and subdivision for squarish geometry, then paint vertex colors and unwrap UVs.
Refine the sword high poly in Blender by adding subdivision surface, crease edge loops, and mirror modifier, while sculpting with inflate and deflate brushes and adjusting masks and cavities.
Learn to finish a sword high poly in Blender by adding edge loops, creases, and subdivision surface, applying solidify and mirror modifiers, fixing gaps, and preparing UVs.
Refine the hair and face and adjust the neck size, then prepare for low-poly retopology, baking, and UV mapping to deliver a polished portfolio character.
Start retopology on the face using a mirrored workflow and edge-loop rings around the mouth and eyes. Plan high-to-low poly topology for production-ready game character art in Blender.
Explore hair retopology for a Moth Girl in Blender as this lecture guides a bake-ready low-poly hair from a high-poly, with correct face orientation, extrusion, and loops.
Retopo hair part 2 guides you to shape and optimize orange hair in Blender, detailing polygon flow, edge loops, UV seams, baking, and 4K textures for clean normals.
Finish the hair retopology in Blender, optimize low-poly edges for high-poly bumps, and plan UVs and baking across maps using Substance Painter and XNormal.
Learn uv mapping for a game character in Blender, focusing on face and hair. Create seams for the eye and mouth, unwrap with minimum stretch, and plan 4k texture maps.
Master retopology to merge head and neck, apply mirror, and build a low-poly eyeball and teeth. Unwrap with seams for minimal stretch and bake for mobile games.
Retopologize the helmet and neck to create a clean low-poly shell aligned with the high-poly form, using mirror modifier, snapping, and careful edge loops. Plan the topology to balance polygon budget, merge and connect parts, and prepare for baking a normal map while refining front and back portions.
Retopologize the helmet and bake high-poly details into a low-poly model in Blender using cycles, testing normals, UV unwrapping, and normal maps for realistic armor.
Continue hand retopology in blender, using sculpt mode and mask to separate the hand from the body, refine loops, and test bake for animation-ready topology.
Retopologize the arm and wrist in Blender, balancing edge loops, triangles, and high/low poly topology, for clean baking, rigging, and pose-ready game character workflows.
Master shoulder retopology for a low-poly moth girl by extruding and connecting polygons, applying a solidify modifier, and refining with symmetry, multires, and sculpt tools for clean bake-ready geometry.
Master torso retopology in Blender, refining edge loops around the shoulder armor for animation. Use the F2 addon to build baking-ready low-poly topology.
Finish the torso retopology for the moth girl armor in Blender by refining edge flows, crafting triangles, and shading smooth high-poly regions for front and back mesh cohesion.
Retopologize the moth girl's skirt and surrounding armor in Blender, building clean loops for a strong low-poly silhouette, and plan high-to-low poly baking with 1k textures.
Retopologize the legs of the moth girl character in Blender, refining topology with edge dissolves, creating clean loops and triangles, and preparing for normal map baking.
Finish the leg retopology in Blender by shaping edge loops, triangles, and polygons around the knee, refining triangulation and preparing shading with normal maps.
Learn to retopologize a game-ready sword in Blender by building a clean, low-poly blade, using a mirror modifier, shading flat, and planning proper baking and UV mapping.
Retopologize the wings cape for a moth girl by building a low-poly cloth with solidify thickness, refining topology, preserving symmetry for UVs and baking.
Make the UVs of the body and helm through retopology, then create two texture sets and unwrap with seams and minimum stretch.
Learn to create UV maps for the sword and cape in blender, using seam marks, boundary loops, merge by distance, and mirroring for clean low-poly textures.
Learn to test materials for high poly in a full game character project. The lesson covers uv mapping, thickness, metal versus non-metal materials, and baking details to a low poly.
Learn to prepare a blender character for baking by adjusting materials, lighting with HDRIs, creating leather and metal textures, and baking a normal map from high-poly to low-poly.
Learn how to test bake maps from high to low poly in Blender, focusing on normal, diffuse, roughness and metal maps at 2k, with fixes via texture paint.
Bake final maps by combining high and low poly meshes, unwrapping UVs, and rendering normals, diffuse, roughness, metallic, and ambient occlusion for a game character.
Assemble the low-poly moth girl in Blender, mirror and fuse parts, bake maps, refine the normal map in Eevee, and begin texture painting with the Occupant add-on.
Finish the texture of the moth girl in blender using ucupaint, applying color masks and 4k textures, baking color channels, and refining diffuse armor and helmet with ambient occlusion.
Rig and pose a full moth knight in blender, using high- and low-poly workflows, baking maps, and an automatic-weight armature to achieve efficient, presentation-ready character posing.
Learn to create a turntable animation of a moth girl in blender, adjust posing with bones, set up an empty for rotation, and export a transparent video with alpha channel.
Finalize a portfolio-ready game character rigged and posed for professional animation in Blender, with lighting to showcase quality, guided by 15 years of game industry experience using only free tools.
A game character made entirely in Blender, only with free addons?
This sounds like a wet dream right? But its true. This course is exactly that!
Absolutely no paid programs are used to make this character. All high poly, retopology, Uv mapping, baking and texturing is done entirely in Blender with a few free addons.
My name is Nikolay Naydenov and i am a professional 3D character artist and teacher. I have created over 20 courses of 3D character creation, Zbrush, Blender and anatomy.
I have worked in the game industry for 15 years and have made numerous 3D characters for many games.
Тhe nice Moth Knight concept is from Ilsu Jang
In this course we will start by making the anatomy of the character, then we will make a 3D sketch of the armors, after that we will refine all the armors and will make the sword.
When we are done with refining the high poly and are happy with the result, we will start the retopology. It will take some time, but it is pretty nice and relaxing process when you get a hang of it :).
After the retopology we will make the UV maps for our meshes, and that is somehow like a puzzle, so its fun too.
Then we will adjust and refine the materials of our high poly, so we can bake them to the low poly.
We will do some baking of normal map, diffuse, roughness and metalnes maps, and then we will do little texture work to add additional details or change some colors and apperances on out model.
At the end we will duplicate the low poly, make a simple rig with bones and pose the character as it is in the concept for best portfolio presentation.
This course is definitely not for the fainthearted people, its more than 50 hours of video content and the character is not the simplest one, but anyone with a bit of knowledge of Blender can do it.
Beginners should first try my Absolute beginners blender courses, and then attempt this madness :).