
Plan and reference a stylized female game character, outlining colors and project scope. Sculpt high-poly in ZBrush, unwrap UVs, texture in Photoshop and Substance Painter, and render in Marmoset Toolbag.
Gather references in the free Pure rough to plan a stylized female character for sculpting. Use mood boards, armor concepts, color palettes, and real-world anatomy for an agile silhouette.
Begin with a base mesh in C brush, using Julie as the starting point, and modify it to craft a production-ready stylized female character for a complete game pipeline.
Sculpt the base high poly character in C Rush using brushes like clay buildup and the standard brush, with masking, and optimize undo, quick save, and subdivisions.
Master sculpting a stylized female base model, rotating hands and arms, adjusting pivots, masking and smoothing, and refining torso anatomy through perspective and orthographic silhouette checks.
Finish the base forms and sculpt the face, separating hands and refining anatomy with symmetry and poly groups. Remesh and subdivide for cleaner topology, then shape lips and eyes.
Learn to sculpt a stylized female base model by refining the face, jawline, ears, and eyes, using multiple brushes, topology cleanup, and high-to-low poly baking for game pipelines.
Refine the stylized character's facial features by adjusting the nose, eyes, and cheeks with non-destructive topology and duplication for safe, subdivision-based edits, guided by reference images.
Refine the stylized female face by sculpting eyelids, eyes, iris and pupil, lips, cheeks, and neck while managing subdivision, smoothing, and eyebrows to achieve realistic anatomy.
Sculpt the eyebrows by embedding them into the skin, masking areas, refining with clay and H Polish brushes, and preparing for baking to achieve a defined, expressionless look.
Mask the back of the scalp to isolate the hair, then block out the hairstyle using the clay brush with back face mask, refine with extract and remesh.
Continue sculpting stylized hair by building thick hair clumps with a diamond standard brush, removing symmetry for a natural look, and refine lines with polish, pinch, and smooth brushes.
Move on to sculpting the hair by masking, splitting into multiple subtools, and building volume with clay build-up, smooth polish, and dynamic brushes to create natural strands and a scrunchie.
Sculpt hair with the H polished brush to create clean strands, add volume with clay buildup, and refine with subdivision and transparency for a polished, bake-ready look.
Isolate a single hand and sculpt with move topological and clay brush, using symmetry to shape the other, while demarcating knuckles, phalanges, ligaments, nails, and reference images.
Sculpt the stylized hand with clay, adding knuckles, nails, and palm features, then smooth and refine at subdivision two using masking, move topology, and controlled brushes.
Learn to sculpt the base upper torso clothing for a stylized female character, using masking, extraction, and polygroup techniques, while building armor elements, closing holes, and refining topology and backups.
Block out and sculpt the base clothing for a samurai-inspired character, refine armor and gauntlets, and apply masking, Dynamesh, and polygroup workflows to add wrinkles.
Sculpt armor for a game character in the complete game pipeline by adjusting subdivision levels, refining geometry for ridges and gauntlets, and preparing bakes with emphasized lines and topology decisions.
Merge visible parts, decimate to reduce polycount, and export to 3ds Max to model stylized armor pieces—shoulder pads, gauntlets, and clothing—using ZBrush for refinement and clean topology.
Import armor pieces from 3ds max, merge them, and insert tools to assemble the character; sculpt a neck scarf with symmetry, subdivisions, and polish for clean stylized lines.
Transform the waist plane into a full skirt, add thickness, refine topology, extrude the geometry, and use symmetry to prep a sculpt-ready belt and skirt without gaps.
Sculpt the lower part of the clothes, adding a belt and armor pieces to shape the design. Apply symmetry, topological considerations, and multi-subtool workflows to overlay and refine the belt.
Refine the lower clothing with edge polish and clay brush to create clean, cartoony skirt borders, smoothing and shaping without realistic wrinkles, while managing thickness and topology.
Design a skinnier belt with a knot and dangling fabric, refine the skirt with symmetry and transparency, and sculpt shoulder pads for a stylized samurai look.
Sculpt forearm protection with hard-surface techniques, using clip and clay brushes to create rounded, beveled edges. Apply masking, auto mask back face, symmetry, and subdivision to refine gauntlet components.
Shape the Kasazuri armor on the skirt and side plates using dynamos for shaping, clip and trim curve brushes, masking, and symmetry mirroring to fit the reference.
Sculpt and assemble a shoulder guard by duplicating, positioning, and rotating pieces, then attach with rope holes and refine with clay and damon's standard brush.
Model the front lower leg, add creases to stabilize subdivision with control lines, refine contours with polish, extract and sculpt rope-like holes, and mirror details for a balanced leg guard.
Modify the skirt geometry by deleting higher subdivisions, smoothing with the smooth brush, and using trim dynamic to reduce thickness, then reposition with move topology for an asymmetrical, cleaner silhouette.
Fix the pose of the overall model using transpose master to straighten the spine, legs, and head, then project changes back to the base, refine with masking, symmetry, and subtools.
Modify the belt to be a stylized clothing belt that sits over plates, wrapping around as fabric, using symmetry and polish to create clean edges and chunky wrinkles.
Enhance the top design by refining topology, softening geometry, and adding stitched leather detail inspired by references, using subdivision workflows and a stitch brush to elevate the shirt.
Refine the foot and lower leg of a stylized female character, tightening bandage lines with pinch and polish brushes. Isolate the sandal sole and strap for a clean look.
Model a stylized sword for a female character in 3ds max, using editable poly, bend modifiers, and turbo smooth to create a non-destructive, rounded blade and handle. Prepare the weapon for detailing in ZBrush by ensuring quads, correct center pivot, and ready for ornaments before export.
Import a sword with the FBI X export/import plugin, position and rotate it on the belt, adjust pivot and scale, and refine with transparency and polish for a wrap.
Add intricate sword details by subdividing, smoothing, and carving ornaments for the sheath and handle, while refining topology, polygroups, and wrap-around grooves for a stylized character prop.
Finalize the stylized female sculpt by refining abdomen lines, belly button, and breast shapes; tighten scarf geometry with volume and clean edges using clay, h polish, and smoothing across subdivisions.
Refine the stylized female character by smoothing and subdividing the sculpture, thickening armor for a chunky look, and defining lines with targeted polish and symmetry checks across hair and skirt.
Retopologize the head during the low poly phase by merging facial pieces, decimating from 22 million polys with decimation master, and creating animation-friendly, symmetrical, quad topology for real-time rendering.
Master retopology of the head by forming clean loops around the ears, mouth, and neck, balancing triangles and quads for deformation, symmetry, and efficient unwrapping.
Merge the shoulder path with the torso at the highest subdivision for retopology, keep poly count low, fix aliasing, and export to 3ds Max for decimation and normal map baking.
Retopologize the top with shoulder pads, balancing low poly with roundness for a high-end look; follow loops, close holes, and selectively use triangles to keep animation-friendly geometry.
Isolate the torso and retopologize the chest, arms, and belly, splitting the legs for separate subtools. Build a low-poly torso plane with neck, collarbone, and armpit loops using symmetry.
Master hand and forearm retopology with symmetry and finger topology, then decimate and export to 3D Studio Max for game pipeline integration.
Retopologize the hand and forearm by building clean edge loops and polygons, focusing on wrist and finger joint topology for proper deformation, baking, and unwrapping.
Retopologize the legs for a stylized female character by merging parts, managing subdivision levels, and creating clean polygons in 3ds Max to enable smooth animation in the game pipeline.
Proceed through retopologizing the legs with symmetry to create clean edge loops, using strategic triangulation and quads, closing holes, and preparing the mesh for unwrapping and baking.
Master retopologizing the skirt by exporting pieces separately in 3ds Max, refining topology with polygons and loops, and applying smoothing, decimation, triangulation, and shelling for a watertight, animation-ready mesh.
Follow edge flow to retopologize the scarf, close holes, and create clean loops while avoiding excessive triangles, then use border mode to scale and collapse for a neat belt.
Retopologize the main scarf piece by following inwards lines, closing the stem, extruding and collapsing edges, adjusting polygons, and reviewing topology from multiple camera views.
Learn retopologizing the ponytail by separating hair strands to reduce artifacts, manage poly groups, and optimize for export to 3ds Max with steps for clean, bake‑friendly topology.
Retopologize the ponytail by refining polygons and extruding strands to follow the silhouette and curvature for added volume, then detach, clone, shell, and keep strands two-sided and not baked.
Retopologize the armor pieces by merging, exporting, and grouping them for clean topology in 3D Studio Max. Preserve fine stitching, avoid heavy decimation, and consider symmetry for baking.
Retopologize armor pieces for a stylized female character, preserving curvature and detail, while mirroring shoulder pads and hip guard with clean polygon topology.
Retopologize the scarf and belt by merging them into a single mesh and reassigning polish groups. Follow the curvature to shape topology with appropriate thickness for stylized clothing.
Retopologize a three-piece sword, align parts, and build clean quad topology while preserving curvature. Master the low-to-high poly pipeline, including unwrapping, baking normal maps, and poly groups.
Explore how unwrapping converts 3d geometry into 2d texture maps with uv shells in zero to one space, using unwrap modifier tools to optimize eyes for baking.
Learn to unwrap the head and create hidden seams for a stylized character, using seams by hand, quick peel, relax, and break to build a clean uv map.
Master body texture unwrapping for a stylized female character, creating skin and clothing texture sets, placing inside seams for symmetry, using planer quick peel and point-to-point seams to avoid overlap.
Unwrap the hand and create seams to prepare textures, using point-to-point seams, quick peel, relax, and zero-to-one space while hiding overlaps.
Unwrap hair strands by selecting regions, applying the unwrap modifier, and using planer, peel, and relax to minimize distortion and hide seams with checker patterns.
Unwrap and optimize the skirt and top suit for a stylized female character. Use seams, relax and peel techniques to prevent overlaps and achieve even texture density.
Unwrap the scarf and belt using unwrap modifier, planner, and quick peel; hide seams strategically, relax geometry to minimize stretching, and pack textural density for clean maps.
Unwraps shoulder armor pieces for a stylized female character, using quick peel, border isolation, and relax to minimize distortion while planning seams and packing textures for clean UVs.
Unwrap a sword by improving shading with smoothing groups and edge loops, creating clean seams and flattening uvs, then pack all pieces into a tight zero-to-one texture space with padding.
Group UVs into two texture sets for skin and clothes, center the pivot for animation, mirror the hand using symmetry, and ensure non-overlapping UVs with padding inside the 0–1 space.
Learn to bake normal maps by exploding the character mesh in 3ds Max, separating body, hair, and armor to avoid cage intersections, and prepare maps for Photoshop and Substance Painter.
Learn to bake normal and other maps from a high-poly exploded mesh, adjust bake settings, export textures in PBR formats, and organize texture sets for Substance Painter and game engines.
Demonstrates how normal maps and ambient occlusion maps enhance a stylized female character in a game pipeline, showing lighting reactions, added depth, and texture detail in a real-time rendering context.
Repair body normal maps for stylized characters using photoshop's clone and blur tools. Sample near errors, paint to match surrounding colors, and verify uvs with 3d max coordinates.
Consolidate ambient occlusion, curvature maps, and other texture maps into a single texture, then clean fingers and edges by using world space normal, position maps, and the green channel.
Prepare a Photoshop file for texturing a stylized character. Use material ID or polygon selection, then blend maps like position, normal, and curvature to add depth.
Texture the body map by selecting skin and hair, refining masks with the pencil tool and building gradient maps. Then apply the color map in Substance Painter to preview textures.
Finish coloring the body map with wrappings, scarf, belt, and leather accents using a deep brown with a blue undertone. Use gradient maps and masking in Substance Painter to define textures and variations, then experiment with color chips.
Texture the body map by selecting colors, painting masks, and applying orange wrappings, with the gradient map and leather accents aligned to the concept art.
Paint stylized eyes by dividing the eye into three parts—the white area, iris, and pupil—using circle guides and layered color maps in Photoshop, then refine in Substance Painter.
Texture the clothes map part 1 for stylized female character creation, combining occlusion, curvature, green channel in Photoshop, using gradient maps and masks before 4k rendering in 3D Studio Max.
Perform paint corrections on the clothes map to unify stitch colors with the rest using masks. Adjust skin, hair, straps, scrunchie, and socks using color tweaks and a gradient map.
Texture a stylized female character in Substance Painter by layering skin colors with red, yellow, and blue masks, and painting lips and shading under Studio 2 neutral lighting.
Learn to add realistic skin reflections in Substance Painter by building roughness layers, black masks, and dirt brushes, then apply metal and wear details to hair, eyes, and armor.
Render your stylized character in marmoset toolbag to showcase asset with preview and a turntable. Set up cameras, lights, shadow catcher, and materials, then optimize capture settings for png renders.
Refine the base mesh and eyes, create cornea detail, detach and smooth surfaces, and texture the final stylized female character in Marmoset Toolbag for rendering.
Attach the eyes and corneas, adjust smoothing groups, then light, global illumination, camera, and post-process with ac yes tone mapping in marmoset toolbag for final renders.
Use the Marmoset viewer to rotate, zoom, and inspect your model, viewing normal maps, albedo color maps, roughness, topology, and upload automatically to art station.
Instructor Info
Manuel Rondon is currently working as a professional 3D artist and part time instructor. He loves both jobs because they allow him to work on what he is passionate about while still having some creative freedom. His advice for students who are just starting out and want to make it in the industry is to be knowledgeable and be open to different areas of 3D art as this can give you more opportunities for jobs. As you gain more experience, you can then specialize in characters, textures, or animations but in the beginning, it's best to wear as many hats as possible.
Course Info
In this course, you will be taken from start to finish on how to create a female character for video games in a stylized format. We will start by looking at reference photos, were we will plan our whole project. We will analyze the photos, determine our color choices, style and silhouette and the path we will take to create the concept that we want at the end. We will move on to sculpting our high poly and this process will be done using ZBrush. You will learn tips and techniques on building a female character and mistakes that you might run across and how to correct them. After sculpting, we will take our high poly mesh into 3ds Max to retopologize our character. You will learn how to create a low poly version of the character so it can work inside a game engine. Then we will proceed to unwrap our low poly mesh from the full body of the character to each and every armor and prop the character is sporting. After unwrapping, we will go through the method of texturing in a stylized way to achieve the cartoon look that you see in video games such as Overwatch and Sunset Overdrive. To finalize the course, we will go inside Marmoset Toolbag to prepare a nice looking render of our work for our portfolio.