
Plan a game-ready male character using a three-module production pipeline: sculpting and modeling, retopology, and uv mapping and texturing, guided by reference boards and goals.
Learn male body types—ectomorph, mesomorph, morfe—and use a canonical proportions chart to guide base mesh setup, arm and shoulder adjustments, and athletic references.
Explore how planes and depth axis (c axis) shape the male face, guiding placement of eyes, eyebrows, nose, and lips, with lighting and sculpting steps to enhance depth and realism.
Learn to sculpt shirt wrinkles, add seams and stitching, and split groups, while using dyna mesh, projection, and subdivision levels to maintain clean topology and believable cloth.
Explore the Seavers Maya workflow to model a leather collar for a male character, focusing on topology, symmetry, and detailing with extrudes, bevels, and seams.
Expand the character by modeling the remaining back pieces and a belt, including buckles and straps. Duplicate, align, and refine topology, then bevel edges for a clean, realistic finish.
Block in the shoulder guard as a hero prop by starting with a cube, refining with loops, symmetry, and extrusion, shaping to fit the character's silhouette.
Organize and sculpt props in ZBrush by merging pieces, applying polygrouping and symmetry, and using dynamic subdivision with groups to preserve sharp lines while adding detail.
Explore retopology techniques for the neck and torso in a male character, including swappable hair topology, stitching between head and body, and maintaining a watertight, cylinder-like edge flow.
Master the retopology of the abdomen for a male character, focusing on clean edge flow and an efficient polygon plan. Triangulate where needed to preserve silhouette and enable normal maps.
Master forearm retopology for a male character, focusing on clean edge flow, strategic line placement, and practical topology tricks, with tips on saving and avoiding scene errors.
Refine the pants topology on the male character by adding quad-based loops, adjusting the belt, and patching gaps while preserving topology flow.
Retopologize a bag accessory by preserving silhouette and surface detail with strategic quads and triangles. Balance edge flow, negative space, and hollow areas to create a game-ready mesh.
Fix normal map issues and add a belt to the male character by adjusting geometry, beveling edges, and preparing texture bake in Substance Painter.
Use smart materials to texture cloth, leather, and metal with masks and color maps. Instancing and ID maps propagate changes, while painting, heightmaps, and micro details finish the look.
Adjust hair and beard textures, export 4k textures for Unreal Engine packed maps (base color, occlusion, roughness, metallic, normal, emissive), batch rename, and prepare upper/lower body for Marmoset.
Learn to enhance a male character's skin realism by adjusting normal maps, roughness, and texture layers, apply dirt with curvature map masking, and craft cinematic lighting for a lifelike look.
Learn to design a male character's hair from reference images, define hair areas with two textures, add flyways and transition hairs, and bake atlas maps to create and optimize haircuts.
Explore procedural modeling to generate hair variations via functions and modifiers. Learn to set up guides, density, clumping, cut and noise modifiers, and masking to bake haircuts.
Learn to model a sword pommel for a male character, adding curved wings, proper thickness, and clean edge loops to produce a low-poly, game-ready weapon.
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
Would you like to know how to sculpt a high resolution full body character and take it to a complete low poly game ready mesh? Would you like to improve your skills as a 3D character artist to boost your portfolio? Then this course is for you.
My name is Abraham Leal. I’m a professional 3D artist with several years of relevant experience and I am the owner of Critical Hit Studio. In this course, I will show you how to create a game character from start to finish.
We will begin by sculpting our character in Zbrush. I will show you the important things you need to watch out for when sculpting a male character, and how to get a perfect proportion so the character will look great with clothing. We will create our cloth in Marvelous Designer and then add extra details in Zbrush to really bring out the quality. We will model our armor, sword and our accessories using Maya, we will cover techniques on how to create clean hard surface edges and a nice organic feel for some specific props. We will create details like scratches and damages to the armor, belt, straps, and the rest of our accessories to truly bring them to life. After creating our high resolution meshes, we will retopologize everything so we can have a clean topology that is animation-ready. Then we will unwrap our models, bake our maps and create our textures. We will then apply all of these textures to our character to further enhance it. Our final result will be an amazing full body male character fitted with clothing and props that is suitable for animation and game engine.
From sculpting your character, to retopologizing and creating proper UVs, to texturing and presentation, by the end of this course, you will have a professional game-ready character. Commit to being the best artist you can be. Be actively engaged in the pursuit of success. When you put in the work with patience and effort, achievement will follow. Come and join me in this course at Victory3D.