
Explore a complete pipeline to create a triple-A female game character, from anatomy sculpting to believable clothing and textures, and render a portfolio-ready image with PBR materials.
Outline a production pipeline for a mythological female character, detailing anatomy and cloth sculpting, asset transfer, and PBR texturing and rendering using Maya, Substance Painter, and Marmoset.
Explore the eight-head proportion system for female figures, mark key landmarks, and cultivate gesture with a balanced rib cage and pelvis; compare A-pose and T-pose.
Learn how torso muscles contract, cross joints, and attach via origin and insertion to guide sculpting of pectorals, abs, obliques, latissimus dorsi, serratus, and breast anatomy for a mythological female.
Learn to sculpt the torso for a female character, shaping the pectoral and serrated muscles, rib cage, and breast volume with clay build up and move brush, guided by references.
Explore back anatomy for female character sculpting, tracing scapula and trunk muscles, trapezius, latissimus dorsi, teres major and minor, deltoid, and obliques, plus the back volume for a realistic silhouette.
Learn to sculpt the back muscles, including the scapula, trapezius and deltoid, for a mythological female character, mastering anatomy landmarks, polygroup organization, and a focused workflow.
Learn to render the neck with essential muscles—trapezius, sternocleidomastoid, platysma—and landmarks like the neck triangle, pit of the neck, mandible, clavicle, and sternum for accurate, subtle volume in mythic characters.
Learn to sculpt neck muscles, define the trapezius and neck silhouette, and balance volume using reference anatomy and negative space for a straight, strong neck in a mythological female character.
Explore the upper arm anatomy, from humerus and ball-and-socket joints to deltoid, biceps brachii, and triceps brachii, with emphasis on armpit connections and sculpting cues for male and female characters.
Sculpt the upper arm muscles—biceps, triceps, and deltoids—by blocking, inflating, and clay building, while preserving female anatomy proportions and arms-to-torso connections for a natural forearm transition.
Explore the anatomy of the lower arm, including radius and ulna bones, forearm rotation through pronation and supination, and key flexor and extensor muscles essential for sculpting believable forearms.
Define forearm bones and bony landmarks, sculpt the flexors and extensors from the elbow to the wrist, and refine the arm silhouette using the water dynamic for female character anatomy.
Explore hand anatomy for character sculpting, from capo bones at the wrist and radius/ulna to metal carpals, metacarpals, and failings, plus knuckles, nails, and tendons; learn proportions and semi-flexed posing.
Learn to sculpt a realistic hand by adding volume to finger bases, shaping knuckles and tendons, and planning topology to suit low-poly game characters while avoiding over-detail early.
Explore upper leg anatomy from the pelvis and femur to the patella and knee, and learn the quadriceps group and sartorius for accurate sculpting teardrop shapes.
Explore the upper leg anatomy with gluteus maximus and gluteus medius, biceps femoris, semitendinosus, and quadriceps, plus side-view shaping and connective tissue relationships described in the lecture.
Master upper leg anatomy sculpting by placing bones, shaping the pelvis and teardrop thighs, and detailing quads, tendons, and gluteal muscles, while avoiding genitalia details.
Learn the lower leg anatomy for character sculpting: tibia, fibula, patella, ankle, heel, and the calf muscles (gastrocnemius and soleus) with the Achilles tendon for elegant feminine gesture.
Sculpt the lower leg muscles, including calves, tibia, fibula, and Achilles tendon, emphasize outer volume for a feminine leg, ground the character on a platform, then refine the feet.
Master foot anatomy for character sculpting by learning the bones and heel, tarsus, and toes, plus blocking in three parts and toe orientation techniques for perspective.
Learn the foot sculpt workflow for a mythological female character, covering heel placement, masking, pivoting, knuckles and tendons, toe shaping, nails, and optimization of topology and contact with the floor.
Block the face in three stages: bones, muscles, then eyes, nose and mouth, covering frontal bones, eye cavities, nasal region, the barrel of the mouth to build a proportional head.
Discover the muscles of the face and how depth planes and volumes—brows, cheeks, jaw line, and mouth—drive expressive, natural-looking female and male profiles for game character sculpting.
Position eyes using five methods, shape the forms of the face, align eye centers with the chin border, apply three-thirds proportions, and open the mouth early for topology and baking.
Prepare clean facial topology by remeshing and adding edge loops, then sculpt eyes, nose, and mouth using project, subdivision, and topology-aware workflows for a game-ready face.
Sculpt the eyes by forming upper and lower lids as shelves, shaping outer folds and inner caves for depth, and position iris, pupil, and the white of the eye.
Explore nose and mouth anatomy for a mythological female character, detailing nasal bone, cartilage parts, nasal labial fold, cupid's bow, puppet line, and teeth alignment.
Refine the nose and mouth of a mythological female character by shaping curvature, nasal planes, volume, and lip details—upper lip, cupid's bow, and mouth corners—using clay build up and masking.
Refine the head using sculpting techniques to shape the face, adjust the jawline, cheeks, and eyebrows, and apply lighting and topology checks for a more defined, expressive female character.
Take breaks to regain perspective and revisit the head to fix issues like small eyes and flat depth, using reference art to guide eyes, brows, and hair tweaks.
Head recap and light check show face iterations from rough beginnings to version 14, then preview form in marmoset using three-point lighting and decimation.
Explore Marvelous Designer part 1: navigate the interface, load avatars, create and sew patterns, simulate cloth on a character, and adjust fabric properties.
Master Marvelous Designer Part 2 workflows: prep a decimated Maya character from ZBrush, export as obj/fbx, import as avatar, set correct world-space scale, and build garments with sewing machine techniques.
Explore the anatomy of cloth folds in character design, covering point, pillar, compression, and support folds, the role of tension lines, rest areas, and symmetry decisions.
Design an anatomy-forward, nordic goddess dress that balances sexiness and practicality, detailing a gold necklace, bracelet, and belt, a white open-front dress, and a strategically exposed back.
Design and simulate the character's dress and belt, creating skirt and neck patterns with mirrored geometry and split lines, then refine with curvature and density for believability.
Export the clothing as a single object, import into ZBrush and Maya, and sculpt a watertight dress with clean topology, thickness, wrinkles, and belt alignment.
Refine shoulder anatomy by defining the deltoid and its arm connection, fix gaps between the breasts and armpit, adjust pose, and model skin folds with elasticity for realistic shading.
Refine the character's cloth and drapery by smoothing the mesh, adding wrinkles with the lazy mouse, and adjusting subdivision for realistic folds, then export to Maya for the next steps.
Model a mythic belt for a character by fixing group export, combining to a single mesh, and using symmetry to create a Celtic belt with holes for clean normal maps.
Learn to model a mythic Freya necklace, using extrusion and soft selection, then split the head from the body for ultra-high-res sculpting and to manage the dress beneath the necklace.
Refine the head sculpt by defining the eyes, nose, and mouth with animation-ready topology, using high-poly detail in Maya and clean edge loops for eyelids and lips.
Organize the game character pipeline by setting up a watertight, high-to-low poly workflow, using Maya project folders, decimation, and careful topology to preserve detail for bake-ready assets.
Set up the Maya workspace for eye retopology, build an eight-square eye loop with the quad tool, and use conform to push vertices to the surface for a watertight mesh.
Learn retopology of the mouth and nose on a low-poly head by creating clean loops around the mouth and nose, maintaining quad topology, and planning connections for consistent deformation.
Learn practical retopology of the ear and neck, creating clean edge loops, maintaining a balanced poly count, and using loops and strategic triangulation to capture volume and silhouette.
Master retopology of the chest by shaping the neck and shoulders with strategic edge loops, ensuring a watertight mesh and clean normal maps through careful low/high-poly integration.
Learn to model a detailed belt for a mythological character, carving a sigil on the texture, adding gold spheres and decorative stitching with base meshes and formers for clean normals.
learn to refine the belt on a mythological character by adjusting topology in maya, adding ring details with curves, and using motion paths to distribute rings before exporting for texturing.
Master retopology for the belt by separating it from the body, matching low-poly topology to the high-poly model, and baking a normal map to capture detail and silhouette.
Master belt retopology for game-ready characters by stitching edges and triangles for a watertight surface, keeping symmetrical, pattern-based topology, and integrating loops with deliberate edge flow.
Master retopology of the arms and hands by duplicating a low-poly model, smoothing to even faces, and shaping eight-site fingers with knuckle lines, nails, and elbow volume control.
Master retopology of the arms and hands, creating clean finger loops and symmetric edge loops while unifying the hand with the belt.
Master retopology of the upper dress by building clean, symmetric loops and edge flow, balancing triangles and quads for reliable rigging and deformation.
Learn leg retopology by shaping a superman-underwear loop around the leg, controlling polygon count with triangles and quads, and ensuring the dress and body don’t overlap.
Master leg retopology by building a 16-sided cylinder, conforming the mesh to the knee, and using edge collapse and bridge techniques to optimize loops within polygon budgets.
Learn retopology of the foot by building clean edge loops, extruding front and back faces, and shaping uniform topology for toes, with emphasis on flow and space constraints.
Retopologize the foot in Maya by turning welded toes into a low-poly topology using a toe template, bridging edges, and spacing for clean deformation and normal map baking.
Prepare the mythological female character model for texturing by creating a transition anatomy, separating high and low poly, and projecting high-poly details onto the low-poly mesh, while preserving borders.
Balance high frequency details with procedural textures from Substance Source, and hand sculpt essential lip and facial wrinkles. Use 4K maps, alphas, and symmetry, then finalize in Substance Painter.
Isolate the hand and study the wrinkles at finger joints, apply crisscross patterns with clay build-up for volume, and use alpha spray to add subtle palm details before texturing.
Learn how to prepare a high poly for baking by creating an id map, optimizing to a clean low poly, and painting fast vertex color masks for textures in substance.
Create efficient uv maps for a mythological character by unwrapping the body, belt, cloth, and teeth across four 4k maps, using plane mapping and selective cuts to ensure clean unfolds.
Organize the character's UVs by unfolding and packing islands into a single shell with consistent resolution, using symmetry and careful cuts to optimize textures for Substance Painter.
Model the brisingamen necklace using lattice deformation and formers to shape a bold central stone and ornate borders, then refine with extrusion, beveling, and mirroring for a polished look.
Learn to model a Brisingamen pendant by shaping a high-poly twisted cylinder, refining curvature with nonlinear and linear bends, and detailing a gemstone cage with careful topology.
Refine Freya's Brisingamen pendant by smoothing and shaping high-poly geometry, optimize topology for readability, then bake to a low-poly, texture-ready mesh using UVs and Substance workflows.
Learn how to prepare a character for baking in a substance workflow, organizing high and low poly assets, unfolding and mapping textures, applying naming conventions, and exporting for bake results.
Bake high-poly details into low-poly assets in substance painter; match by mesh name, assign materials, and bake maps—normal, ambient occlusion, curvature, position, thickness—for Freya body and Freya props.
Diagnose and fix baking issues by inspecting normal maps, artifacts, and projection between high and low poly models, then adjust distance and re-bake to preserve detail.
Set up texture sets, adjust resolution, and paint metals, leather, and fabric with masks and color selections to build a portfolio-ready character in a metallic roughness workflow.
Block and texture the character's skin by layering reds, blues, and yellows with masks and generators, guided by curvature map and subsurface scattering for realistic skin.
Texture the character's skin in Substance Painter using a skin material, height and normal maps, and add freckles and tan with layers and a light generator.
Explore realistic skin detailing in mythological character creation, adding capillaries, layered textures, and subtle makeup and dirt effects, then refine lips and facial shading for natural, vivid skin.
Learn to shape a Norse goddess character's makeup, from lips, shadows, and highlights to eye makeup, eyeliner, and lashes; plus teeth, gums, and tongue detailing for believable skin texturing.
Texture the belt by layering leather, adjusting color and roughness, masking to blend leathers, then add dirt, scratches, and a Viking pattern via alpha.
Explore belt texturing in Substance Painter, building reusable layers, adjusting color and roughness, and applying dirt, rust, masks, and generators for realistic reflections and depth.
Learn to texture cloth on a mythological character by applying wool fabrics, embroidery, and color theory with layered textures, masks, and highlights to achieve a royal appearance.
Enhance a mythological Freya character by applying dirt and detail layers to skin and dress, using masks, gradients, and height maps to create crust, wear, and storytelling through texture.
Design a cobalt blue ink-style tattoo layout that follows body anatomy for a mythological female character, using layered sketches, references, and blending to simulate aging and texture.
Learn to create tattoo detailing and embroidery on a mythological character by using reference patterns, projection mode, and layered textures to align with dress curvature and arm anatomy.
Texture the garnet pendant using masks, blur, and a new image ship channel to emit glow, then apply rust and dirt layers for bronze, adjusted in the shader.
Create realistic eyes by modeling the sclera and cornea with front and side curvature, bake normals from high to low poly, and texture using separate materials and texture sets.
Create a realistic eye material by baking normal maps, using a cornea as glass, and applying a parallax depth map, with eye textures designed in Photoshop and previewed in Marmoset.
Enhance eye detail by layering cornea textures and veins for parallax, create and blend normal maps in Photoshop and map software, then test and refine in Marmoset.
Export textures as a packed texture (ambient occlusion, roughness, metallic) for high quality. Then load into marmoset to calibrate normals, color, and gloss, noting the y-channel flip between OpenGL and DirectX.
Refine character details by correcting eyelash placement, cloth overlaps, and dirt textures, adjust normal maps, and manage a clean export workflow between Maya and Marmoset in preparation for hair.
Fix and refine a problematic normal map in Photoshop by editing the red channel and ambient occlusion, painting AO with brushes, and saving the corrected normal map.
Learn a practical Maya hair cards workflow with XGen generation and the Extra plugin. Build main, big, small, transitional, and fly hairs, generate maps, place casting, and render with Arnold.
Generate hair cards maps for a mythological character by creating color, normal, direction, opacity, and occlusion maps to achieve realistic shading with hdr lighting.
Master hair cards setup by building diffuse, ambient occlusion, direction, normal, and transparency maps, then hand-place cards for bun and flyaway styles while optimizing triangles and curvature.
Learn to create a hair material for a character by exporting smooth hair from Maya to Marmoset, applying transparency, albedo, normal and occlusion maps, and enabling subsurface scattering for depth.
Master quick hair braid and bun techniques for a mythological female character in a game pipeline, using three-dimensional steps—cylinders, subdivisions, twist, and smoothing—to create natural braids, buns, and stray hairs.
Learn cinematic presentation in Marmoset through a practical three-light setup, key and fill lights, rim lighting, camera framing, and global illumination for a striking mythological character portrait.
Finish your final render using Substance Painter by adding a backdrop, adjusting color balance, contrast, and highlights, then sprinkle subtle particles 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
In this course we will learn everything you need to know in order to create an AAA game ready Character.
The major topics we will be covering are:
-Understanding and sculpting the female Anatomy
-The full process of retopologizing
-Creating game accessories
-Principles of cloth wrinkles and folds
-Making believable clothing
-Building Hair Cards
-Creating clean and organized Uvs
-Texturing skin, leather, fabric, & metal
-The best way to optimize your character
-Creating PBR materials
-Rendering portfolio-ready images
We will be working on a female Character throughout the course. Before beginning the course, you should be familiar with Zbrush, Maya, Substance Painter. No prior knowledge is needed for Marvelous Designer because I will go over the basics of this program.
You are free to follow along with the provided base meshes or you can try and do your own character following all the techniques i will be sharing with you.
This will be a very intensive course but i can guarantee you will get very valuable information to get your characters to the next level.
Come along in this exciting journey with me on creating a professional production-ready character. And with nothing else to add for now, lets jump right into it!