
Volume 1 overview introduces a production ready character pipeline, from a base mesh to high poly sculpting, detailing primary forms, secondary forms, and texturing for game engine presentation.
Sculpt the legs of a 3d game character by shaping glutes, quads, and gastrocnemius for a strong silhouette and movement, while integrating knee mechanics, patella considerations, armor details, and rigging.
design adjustments push proportions, aging, and armor for a more menacing, unique creature. the walkthrough covers limb scaling, pivot points, back armor, muscle refinement, and polishing toward a high-poly, texture-ready finish.
Explore head details for a 3d game creature, focusing on eye anatomy, eyelid molding, facial wrinkles, and armor-backed design, with techniques for criss-cross wrinkles, volume, and texture-ready surfaces.
Explore detailed arm anatomy and articulation for a creature, including deltoids, trapezius, and forearm muscles, while shaping armor-like details, poses, and texture-ready models.
Demonstrates hand and finger modeling for a monster character, detailing rigging, weighting, high poly sculpting, and armor, then preparing Substance maps for textures.
Learn to prepare a heavy character for a render in marmoset by merging into a single mesh, decimating with decimation master, and using three-point lighting for a professional presentation shot.
Learn how to convert a 24-million-polygon high-poly character into a game-ready asset through texture work and physically based rendering, delivering cinematic realism in Marmoset and Unreal Engine 4.
Learn retopology fundamentals for a 3D game character, balancing polygon budgets, creating clean topology with proper loops for animation, and using decimation and baking to preserve detail.
Block the torso topology by shaping shoulder and chest loops to guide flow from arm to back, using edge loops and stars, while watching silhouette and triangle budget.
Master retopology for a game character's face by shaping polygon flow and loops around the horn, balancing symmetry, and refining the silhouette for a low-poly, game-ready model.
Retopologize the legs by creating clean quad loops, controlling edge flow, and avoiding spirals and non-manifolds to deliver a low-poly, rig-ready model with knee detail and stretchy armor compatibility.
Master leg retopology with clean quad loops following the leg’s flow for knee bending and a production-ready silhouette. Use triangles sparingly and refine glutes and obliques for smooth articulation.
Learn feet retopology for games by defining three bones to control the foot, heel, and toe connections, and creating clean, even loops for reliable bending.
Master retopology of a game hand, shaping clean edge loops around the palm and finger cushions for articulation, proper topology, and a natural silhouette.
Organize and clean uv maps by arranging head, torso, and limbs, rotate parts for readability, and pack islands to maximize space and avoid overlaps for baking and texturing in substance.
Choose a color scheme and patterns to define your creature's read, then layer textures with symmetry to blend armor and skin, adjusting roughness and glossiness for a bold look.
continue texturing a dragon-like character by refining a green base palette with red spikes, blue shading, and purple accents, using Substance Painter and layered color techniques for depth and readability.
Master glossiness and roughness to control reflections on a 3d game character, using metallic vs nonmetallic concepts, curvature masks, layered roughness, noise, and selective masking for crevices, edges, and details.
Learn to texture convincing creature eyes by building a compact UV map, projecting color textures in substance, and layering roughness, normals, and parallax occlusion for depth.
Instructor Info
Abraham Leal is the Director and Founder of Critical Hit Studio & Academy. With the studio and academy, he is proud to be able to spread his artistic knowledge to everyone in his hometown and is extremely excited to be working on big entertainment projects in Mexico. What inspired Abraham to be a 3D artist is The Hobbit book and all the lore that surrounds it. Being able to tell stories and share his own voice is what motivates him to create and imagine new and exciting characters. Prior to becoming a 3D artist, he was going to medical school and he decided to do a complete 180 and get into Digital Design and Entertainment Production. When he quit medical school, he couldn't draw, paint, or sculpt to save his life but he was so convinced of his definite desire and worked hard to turn it into a reality. His advice to artists who want to get into the 3D industry is to practice properly, be patient and stay humble. He believes in always having a goal in mind, and always open to learning and improving.
Course Info
Throughout this course, we are going to be focusing on the creation of a video game-ready character. We are going to be bringing in an interesting character to life. We will go through the whole process of character game creation starting from design, proportion, anatomy, and diving in to the entire pipeline until we arrive to a production-ready character. We will go deep into the creation of the high poly, low poly, retopologizing, UV mapping, texturing, material setup, rendering, lights, post-production, and at the end putting the character into a game engine to make sure everything is working properly.