
Finish the hand by refining geometry across fingers and wrist, adding triangles and subdividing loops to support game-ready texturing.
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.
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.
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.
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.
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.
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 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.
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.
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.
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.