
Learn to import and align reference images in Photoshop for front-facing views, enabling precise ZBrush likeness sculpting with nose, eyes, mouth, and jawline alignment.
Apply camera raw color adjustments to reference images to accentuate facial landmarks, depth, and shadows, then build a base mesh and import into ZBrush to sculpt a realistic female likeness.
Import a reference image, set up a primary forms layer, and sculpt a realistic female face using spotlights, multiple subdivisions, to align features with anatomical references.
Block and refine a realistic 3d female face across subdivision levels, using standard and clay buildup brushes, and symmetry with reference images to shape eyes, nose, lips, and jawline.
Develop depth and realism in a 3d female face by sculpting brow, cheek, and nose geometry using symmetry, standard brush, and clay tools, guided by reference lighting and iterative smoothing.
Refine the secondary forms of a realistic 3d female face, focusing on the ears and eyes with symmetry, using subdivision and standard, move topological brush, and clay brush.
Break symmetry in a realistic 3d female face by adding asymmetrical details, wrinkles, and refined features through layered sculpting, brushwork, and subdivision workflows.
Create realistic skin pores on a female face by layering base skin, applying tileable alpha maps and noise, baking the results into the mesh, and layering texturing xyz maps.
Develop realistic lip detailing on a realistic 3d female face by sculpting on a dedicated lips layer, using lip alpha maps, adjusting subdivision levels, and refining volume and symmetry.
Model a jean jacket and t shirt for a character in Marvelous Designer, starting from a base t shirt, merging seams, and simulating to refine fit and sleeves.
Design the jacket for a realistic 3D female face model by outlining the first steps of jacket creation.
Learn to add pockets to a jacket by outlining and extracting a pattern, cloning as pattern, applying symmetry, and refining with simulations, uniform splits, and precise internal lines.
learn retopology inside Marvelous Designer, optimize garment simulations with particle distance, and create and edit topology with symmetry for consistent, exportable high and low poly models for Maya and ZBrush.
Convert high-poly geometry to quads in Maya, export with weighted points, create corresponding points on UV shells, and merge vertices to craft clean retopology for a realistic 3d female face.
Transfer high-poly face details to a low-poly Maya model using mesh transfer attributes, including UV transfer, layout settings, and vertex position adjustments to preserve detail.
Learn to transfer UVs from high poly to low poly jackets, fix UV seams and topology issues, troubleshoot transfer failures, and add thickness before exporting to ZBrush for sculpted details.
Export jackets and shirts as OBJ, import into ZBrush, arrange garments, and sculpt details using transpose, symmetry, polygroups, and seam-line creation to achieve realistic folds.
Master jacket detailing for a realistic 3d female by sculpting seams, pockets, and collar across subdivision levels using standard and elastic band brushes with symmetry.
Align the eyes and refine the meniscus on a realistic 3d female face, then optimize topology and prepare for baking displacement, normal, and painted maps.
Apply an alpha map to create jacket buttonholes, model six buttons in Maya with extrusion and bevels, then export low-subdivision geometry and unwrap UVs.
Export the model at targeted subdivision levels, bake materials, and refine the inner eyes by adjusting iris and eyelids before texturing in Substance Painter and checking in Maya.
Explore baking normal and displacement maps from ZBrush at 4K, export and verify PNG textures in Photoshop, and prep head, jacket, and shared model for Substance Painter.
Prep a model for export to Substance Painter by assigning unique materials to eyes, buttons, jacket, and head. Export as FBX and import into Substance Painter to bake normal maps.
Bake textures in Substance Painter by enabling UVs, exporting dual FBX, and adjusting the camera to 85mm to create curvature, normal, and roughness details.
Texture a realistic t-shirt in Substance Painter by applying 4K fabric base, adjusting UV alignment, layering patterns and dirt details, tuning normal and height maps, and refining color and lighting.
Texture a realistic jean jacket in Substance Painter by layering fabric textures, normal and displacement maps, anchor points, smart masks, ambient occlusion, and color tweaks to enhance detail and depth.
Texture the head skin by starting with a darker base, layering lighter tones, and building three tone groups—undertone, mid tone, and blend tone—using albedo maps and procedural veins for realism.
Master midtones by tiling cloud textures and adjusting roughness to reveal realistic skin; then hand paint using curvature and thickness maps to define undertones and lips.
Texture realistic skin on a 3d female face by applying the top tone, selecting colors from a reference image, and refining undertones, freckles, and symmetry with layered brush work.
Balance skin tone by adjusting midtones and undertones to reduce redness, then texture the lips and refine the skin with blending and color painting for a realistic 3d female face.
Learn to build a proper roughness map for a realistic 3d female face by layering base roughness, a curvature map, and a t-zone pass.
Create two realistic skin tone variations for a 3d female face by texturing albedo and roughness maps, adjusting brightness, and applying undertones and vascular details from a reference image.
Apply layered textures to a realistic 3d female face, creating skin bump imperfections like pimples and indentations with grunge shapes, cloud textures, and triplanar tiling for realism.
Texture the pocket buttons on the realistic female face by updating UVs, unwrapping layouts, and baking maps in Substance Painter. Export the FBX and apply metal textures with alpha stamps.
Fix eye texture issues by correcting UVs, separating and aligning inner and outer eyes, bake textures with normal map, ambient occlusion map, curvature map, height map, and export the FBX.
Texture eyes by duplicating eye textures, painting veins and redness, adding color and height variation, then apply a glass material to the outer eyes and refine with curvature maps.
Learn to create realistic stitches on a jacket in Substance Painter using a stitches brush, with precise size, spacing, color, and layered setup. Tweak angle with lazy mouse.
refine a realistic 3d female face by adjusting stitches, eye placement, and jawline, aging textures, then export 4k textures in substance painter using open gl normal maps.
Master 39 sculpt corrections to enhance realism in a 3d female face, refining anatomy, symmetry, and expression for lifelike digital portrait modeling.
Create a base hair mesh in Maya to guide realistic hair on a female character, importing and exporting it, and refine with symmetry, Dynamesh, and reference images.
Develop a realistic hair base guide for a female face by sculpting the guide mesh from reference images, adjusting flow, mass, and ponytail details, and exporting the updated head model.
Prepare a clean Maya scene for XGen by importing the ZBrush head, creating a separate scalp mesh for eyebrows and lashes, and organizing materials and project folders.
Learn to place guides and fix symmetry for eyebrows and eyelashes on a head mesh, manage UVs and shading with Lambert, and prepare hair guides in Maya.
Paint density masks to define eyebrow hair growth with symmetry, save and assign textures to UVs, and refine density maps, guiding future modifiers for clumping and noise.
Apply modifiers in XGen by starting with a clump modifier, generate and adjust density maps, then add noise and additional clump modifiers, and save progress.
Learn how to create and place eyelash guides, sculpt top and bottom lashes, mirror to the opposite eye, paint density maps, and apply textures to achieve realistic eyelash geometry.
Learn to apply 47 modifiers for eye lashes in xgen by generating clones from guides, adjusting density with clumping, and refining with noise and other edits.
generate hair guides from a base head mesh by applying uvs, using paint effects to draw on the surface, converting to curves, and aligning guides to the scalp for growth.
Learn to convert curves to guides and paint density masks on a realistic 3d female face, refining guides with subdivision and brush controls for accurate hair shaping.
Refine realism by modifying guides and density masks to shape hair around a 3d female face, using sculpt tools, clump modifiers, and wireframe checks for smooth edges and accurate volume.
Explore realistic hair clumping modifiers for a 3d female face, adjust density, maps, and color shaders, and troubleshoot auto updates to ensure hairs follow guides.
Experiment with coil, clump, noise, and stray hairs on a realistic 3d female face, tweaking offset, magnitude, and distribution while previewing under directional lighting.
learn how to create realistic baby hairs on a 3d face by adjusting hair clump parameters, building and mirroring guides, and sculpting the mesh with reference images.
Paint and refine a density map for baby and teddy hairs on a realistic 3d female face using xGen, adjusting colors, symmetry, and saving textures.
Explore baby and teddy hair modifiers for a realistic 3d female face, using clump modifiers, density maps, and brush tools with symmetry to shape roots and blends, then save textures.
Set up look development for a realistic 3D female face by shading and lighting with Arnold standard surfaces, a dome light, and environment textures; tune render settings for a preview.
Develop realistic 3D female face by setting up normal and displacement maps, painting density maps for hair, and integrating them in Maya Hypershade shader network with raw color space.
Set up albedo and roughness maps for a realistic 3d head in Maya. Export the roughness map without oil surface and wire it into the shader for specular roughness.
Set up the eye shader by applying color texture mapping to the eye base color, then enable subsurface scattering and plug in a normal map and displacement map for realism. Preview with adjusted render settings, refine the outer eye with a glass shader, and tweak iris, eyelashes, and transmission to achieve a convincing close-up.
Set up shaders for garments by wiring base color, roughness, normal, and displacement maps in Substance Painter and Hypershade, then refine jacket and shirt textures for realistic render previews.
Explore creating a realistic eyebrow and eyelashes shader by adjusting materials, melanin, and density, while refining lighting and render settings to achieve lifelike facial details.
Create a realistic main hair shader for a 3d female head using Arnold standard. Transfer textures to the baby head and render with variations from blonde to red and brunette.
PRODUCT DESCRIPTION
In this realistic female face, you’ll learn how to turn a base mesh into a realistic face in maya! Learn the full workflow from the first brush stroke in zbrush to the final realistic render in maya. By the end of this course, you’ll be able create your own characters vfx/game character from reference to finished 3d model, using simple and powerful techniques.
We'll be focusing on the face and clothing of the character but particularly the face since it's commonly the most complicated and important part. It'll allow us to talk about topics such as facial anatomy, micro detailing, garment retopology, and how to solve common texturing challenges you'll encounter in your work.
Covering the Full Process
We’re starting talking about how to align reference in photoshop
Facial Anatomy
Then prepping our model in maya and importing it zbrush, covering all specific steps and settings. From there we’ll give the character skin details using tileable maps in combination texturingxyz maps, you’ll learn powerful techniques using Smart Masks to significantly speed up texturing. Once our skin details are done, we’re starting on the color map using fill layers, creating the color map one layer at a time. You’ll also understand how to create simple and powerful roughness maps to make your characters pop.
Skin Shading Made Simple
Having done the first pass on all the base maps, we’re bringing the textures into Arnold, where we’ll set up the skin shader. Skin shading can be an incredibly complicated process, so we’ll be sure to make it simple and easy to understand. With a first pass of the skin shading done, this is the step where the character is coming together. We’re also using the FlippedNormals Eye kit, to make the character feel truly alive.
Professional and Tested Texturing Workflow
You'll learn a professsional way of sculpting likeness,exporting maps in zbrush, texturing in substance painter, working with xgen in creating hair and look develop for skin and hair in arnold, covering both texturing in Painter as well as skin shading in Arnold. This is a fast and industry-proven way of working, giving you a solid framework for all your future characters.
Skill Level
Character Face creation is perfect for 3D artists with an intermediate understanding of zbrush, Maya, and Substance. And who are interested in taking their character design to the next level! We recommend that you know how to use both Substance Painter, Maya and zbrush, as we're focusing on texturing and shading workflows, instead of going through features A-Z.
What You'll Learn
Alighing reference in Photoshop for sculpting
Learning some anatomy structure of the head
Exporting models from ZBrush and importing them into Substance Painter
Setting up Smart Masks for an efficient workflow
Using baked masks in Substance Painter
Building a color map step by step
Making a roughness map
Exporting maps from Substance Painter
Exporting displacement maps from ZBrush
Creating eyebrows, eyelashes and long hairs with Xgen for Maya
Skin shading in Arnold
How to use a tested and simple texturing workflow
Working with marvelous Designer
Create jacket and t-shirt
Retopology in Marvelous Designer
Importing to zbrush and sculpting details
Texturing the jacket in substance painter
Look dev in Arnold
62 Video Tutorials
scene files (Maya)
34 hours ( video content)
SOFTWARE USED
Adobe Photoshop
Maxon zbrush
Substance Painter
Marvelous Designer
Maya 2019