
learn to texture videogame characters by building on a high-quality sculpture, wrap and bake with retopology, uvs, and baking concepts, and paint textures in Substance Painter using Blender, marmoset shellback.
Welcome to the course; learn to build a low quality version of our pre existing models, upgrade to high quality local geometry, and jump to substance mantri to paint character.
Identify silhouette-critical areas and bake them onto a low-poly character, preserving beads and necklace while simplifying non-essential details. Use mirror modifier, shrinkwrap, and booleans to optimize topology and maintain symmetry.
Apply shrink wrap retopology to create finger geometry on an arm object, starting with a circle, extruding to form the forearm, adding loops for joints, and duplicating across digits.
Join the fingers by aligning shrinkwrapped envelopes, marking seams, and building clean edge loops for unified hand topology, enabling efficient unwrapping and texturing.
Finish the hand by refining geometry across fingers and wrist, adding triangles and subdividing loops to support game-ready texturing.
Create the sleeve geometry by duplicating, extruding, and snapping vertices to form a clean quad-based sleeve, then use shrinkwrap and edge loops to shape the elbow, seams, and tunic fit.
Align vertex loops to match the dress and sleeves, then join the arms to the body, refining topology with edge loop adjustments to improve the tunic’s silhouette.
Build the tunic front with carefully planned edge loops, extrusions, and bridges, using the mirror modifier, shrink wrap, knife edits, and selective subdivision to connect the hand and body.
Learn to sculpt facial topology for a game character by adding targeted geometry around the eyes, nose, and mouth, then refine with extrusion, mirroring, and shrinkwrap.
Finish the cheeks, ears, and neck by extruding and refining faces and vertices, applying base operations and smoothing, then shrink-wrap to achieve clean, ready geometry.
Learn ear modeling for game characters using vertex groups and shrinkwrap to preserve volume, align with the face, and minimize artifacts.
Finish the face by refining hair and neck topology through extruding vertices, adjusting loops for smooth silhouettes, and planning symmetry and later joining with the hat.
Follow along as you sculpt the scarf in Blender, using shrink wrap and subdivision surface to preserve silhouette, crease edges, and merge necklace geometry with a boolean.
Finish the scarf by extruding and shaping geometry, using shrinkwrap and subdivision surface modifiers, then collapse loops and optimize topology before joining the scarf to the body.
Make one horn from a circle, enable shrinkwrap to the high quality target, then build a low-poly base with a subdivision surface to shape the horns; duplicate to other side.
Mirror the horn by duplicating geometry, setting the pivot and X scale to minus one, and refining edges while disabling shrinkwrap for edits; then optimize and move toward the hat.
Beginning the headpiece, this lesson guides retopology for a game hat by building low-poly geometry with planes, snapping vertices along the face, and extruding while avoiding unnecessary slots.
Direct vertex flow to shape the headpiece, hiding the front and aligning loops for clean topology. Remove unnecessary faces and prepare to join everything together in the next step.
Finish the headpiece by closing the flat surface, join all pieces into a single mesh, and prepare accessories in the next video before final assembly.
Begin a cane from a simple cylinder, preserving the silhouette and keeping the pendant and leaves as separate pieces. Use circles, extrude, loops, shrinkwrap, and triangulate to shape with geometry.
Master cane detailing through iterative extrusion, edge loops, and precise cuts, then apply shrinkwrap and bridges to finalize the geometry, including leaves and a hanging pendant.
Learn to fix shading on the bottom of the cane by using smoothing groups, marking sharp edges, and adjusting normals, then refine topology with extra geometry, loops, and extrusion.
Create cane accessories by modeling leaf-like pendants using planes, shrinkwrap, bridging, and extruding stems, then refine with normals, grid fill, and extra objects to add rounded details.
Start working on the accessories by creating a shoulder piece, applying shrink wrap, aligning geometry, refining normals, and preparing feathers for baking onto flat geometry.
Finish the accessories by duplicating feathers to save time and share texture space, then shrink-wrap beads and necklace segments onto the hyperbolic mesh, adjusting the scarf geometry for fit.
Merge the body with accessories (shoulder pads, feathers) into a single Blender mesh, keep hands separate for mirrored symmetry, and optimize geometry by collapsing loops to meet a 15,000-triangle budget.
Merge the scarf to the neck by subdividing and merging vertices, align loops, and ensure shoulder symmetry for a clean neck topology.
Merge the horns with the headpiece, align geometry, and simplify by collapsing edge loops and deleting unnecessary vertices to reduce triangles toward the 15,000 target.
Join the headpiece to the body by merging vertices and refining topology. Create and adjust geometry with cuts, triangles, and subdivisions to ensure a seamless, well-formed connection.
Finish up the retopo by merging vertices, snapping edges, and subdividing to refine the mesh, then join vertices and check model integrity for open areas and angles.
Optimize the model by removing loops and excess geometry from horns, face, beads, and necklace to save texture. Check topology, fix open borders, triangulate polygons, and prepare uvs for baking.
Assign smoothing groups and mark sharp edges to control normals and prevent seams, then prepare clean UV unwraps for texturing the game model.
Begin the uv workflow by applying a normal modifier with sharp edges, unwrap uv maps, and minimize stretching using minimize stretch and relax brush tools.
Unwrap and optimize UVs for this model by marking seams, aligning edges to the world axis, rectifying shells, and packing UVs for leaves, feathers, and the main body.
Lay out UV shells for a single texture by matching density, pack manually for a square, prioritize the face, and set bleed distances to prevent artifacts.
Assigns and fine-tunes materials across the high-poly model, creates material slots, and copies materials to parts, preparing the asset for export to microsatellite and later painting in Substance Painter.
Prepare the low poly model for export by separating overlapping instances, unsharing object data, merging parts, and naming them with _low for clean baking in Toolbag.
Prep the high poly to match low poly, name with hi suffix, separate by material, export to FBI, and bake normal, ambient occlusion, curvature, and material I.B maps in Toolbag.
Bake normal maps in Marmoset Toolbag by configuring light, padding, samples, and maps, then adjust cage offset, paint to fix artifacts, and iterate to resolve jagged edges.
Fix baking issues in blender by adjusting low-poly geometry, enabling smooth shading, and tuning ambient occlusion and normal maps to improve shading and reduce artifacts.
Learn to set up a substance painter project with pvr metallic roughness, import a model, configure texture sets and channels, and bake normal, ambient occlusion, worldspace, and position maps.
Learn to apply base colors to game textures by masking and painting across 3d geometry, using multiple selection modes, color picking, and symmetry to ensure seamless UV paints.
Apply gradients to textures by combining convexity maps and cavity maps with pollution and gradient layers, using masks, levels, and multiply blending to emphasize the face and feathers.
Tint ambient occlusion with hue variations, and layer colors with masks and gradients while adjusting roughness and metallic values to differentiate fabric, skin, hair, horns, and feathers.
Refine textures by changing leaves to green, adding variation with masks and posterized effects, and ensure seamlessness with tangent alignment and highlights.
Detailing Pt. 2 guides crafting texture details, adjusting roughness, painting non-metal decorations, organizing masks, and exporting texture channels for pipelines or ray tracing in game textures.
Export textures using the exporter window and set the output location. Configure templates for engines like unreal engine and adjust rgb channels and alpha to produce ready-to-use texture maps.
Celebrate completing the course on texturing models for videogames, including retop, UVs, and baking, and invite learners to share, explore more classes, and leave feedback.
Learning Blender and Game Texturing can be very hard and time-consuming when doing it on your own. I will help you learn all the core concepts and fundamentals of character creation in very detailed videos.
In this course, we will retopologize and texture a character suited for mobile and desktop games from scratch. We will start from scratch, doing the retopology in Blender, Baking, and Texturing with Substance Painter. I will cover all the basics to help you grow as a 3D Character and Texture Artist.
You'll learn tips and shortcuts that will accelerate your workflow and make you understand the fundamentals of Texturing Characters for Videogames in 2020.
I will be available for you through the whole course, feel free to send me a message if you encounter any issue. I will help you solve it and understand why it presented itself.
Please, take this course now.