
An absolute beginner course that guides you from sculpting a zebra 3D game character in ZBrush to refining it in Blender, with Substance Painter textures and a turntable render.
Explore the zbrush workflow from lightbox to project creation, learn to sculpt a head using dynamic spheres, symmetry (x), masking, and key brushes, plus camera navigation and saving work.
Learn to continue sculpting a female head in zbrush, optimize navigation, customize the interface for faster work, and shape facial features with standard brushes, masking, and dynamic subdivision.
Refine a 3d head and craft eyeballs in zbrush with standard brushes and symmetry, mirror the eye, then apply color fills and a plastic material to the eyes and eyelids.
Customize the zbrush interface for faster workflow by enabling customize, storing config, saving and loading the UI, and arranging brushes with hotkeys for quick access.
Refine a ZBrush head by shaping the nose, adjusting the teeth, and adding eyebrows through masking and extraction, using symmetry and smoothing for a clean, stylized game character.
Master ZBrush workflows to sculpt a stylized eye mask character by masking, extracting, applying symmetry, reducing polygons with zero measure, and adding thickness for a finished look.
Refine the mask by smoothing and creasing edges, then sculpt the body and beginning of the arms using dynamic subdivisions and projection from high-poly to low-poly topology.
Learn to sculpt a cartoon 3d character in ZBrush by modeling fingers and legs, using the gizmo to move parts, and refining with masking, subdivision, and smoothing.
Learn to model gloves and boots in ZBrush by masking the body, extracting with controlled thickness, refining with edge loops, crease dynamics, and refinement through subdivision, smoothing, and inflation.
Apply Franck's feedback to polish the fennec character, adjusting head and tail, limbs, hit, and cape, while refining subdivisions for a clean zbrush, blender, substance painter workflow.
Navigate the ZBrush interface, start new projects with lightbox, master camera orbit, dynamic subdivision, and refine the tail and cape with clay buildup and brushes.
polish the fox tail and body for a three-d game character by sculpting varied fur blocks, achieving smooth s-curves and volume with brushes.
Learn to manage lower and higher subdivisions in ZBrush, project upper geometry onto the lower mesh, and refine the high poly details with smoothing and symmetry for game characters.
Pose a 3d character by shaping a fist, adjusting the cape with dynamic simulations, and using masking, symmetry, and subdivision tools to achieve realistic folds and motion.
Pose a cape on a game character using masking and gravity-driven dynamics, refining asymmetrical folds with brushes and dynamic subdivision to achieve natural, wind-inspired movement.
Pose the cape and tail in ZBrush, use masking and feathering, then create bpr render passes (shadows, depth, rim light) and save and composite them in Photoshop for a render.
Combine render passes in Photoshop for a polished 3D character render. Tune BPR ambient occlusion, set 4K resolution, and blend masks with colorization and lighting.
Master finishing head retopology by building a low-poly head with a polygon budget, using symmetry, and detailing the face, eyes, and teeth before baking normal maps in Substance Painter.
Retopologize the hands by creating finger loops and extrusion-ready panels. Use masking and the gizmo to position polygons, refine edges, and maintain a clean, low-poly topology for animation.
learn retopology of the torso by manually refining fingers, elbows, and arms with insert, bevel, stitch, and mirror techniques while maintaining clean loops and a low polygon count.
Master retopology for the legs and tail by building clean edge loops, using symmetry, and prepping UVs with unwraps in ZBrush and Blender to support baking and animation.
Finish retopology for a game character by refining low-poly topology, matching it to high-poly forms, and organizing UV islands for baking textures in ZBrush, Blender, and Substance Painter.
Create logical UV groups and isolate body parts for clean unwrapping, then export an optimized OBJ for Blender to bake and texture in the next steps.
Learn to navigate the Substance Painter workspace, manage layers and masks, import a Blender object, bake normal maps, and texture maps, and fine-tune base color, roughness, and metallic properties.
Assemble a 3D game character and craft materials in Substance Painter using smart materials, masks, and texture sets, while adjusting UVs in Blender and exporting between apps.
Explore creating and refining game character materials in Substance Painter by adjusting diffuse textures, base color, roughness, normal maps, ambient occlusion, and cavities, then export textures for Unreal Engine.
Export textures from Substance Painter and assign them in Blender, using base color, roughness, metallic, normal, and emissive channels, and normal map setup with non-color data and channel separation.
Learn Blender rigging by adding an armature, fitting bones to the mesh, enabling x axis mirror symmetry, and using inverse kinematics with automatic weights for posing.
Learn how to build a basic rig, adjust bones, and paint weights to pose a 3D character, then export to Blender or Marmoset Toolbag for rendering.
Import a Wavefront OBJ, apply textures and normal maps, set up lighting including a room light, and render in Blender with Eevee or Cycles, including Freestyle outline.
Create a seamless turntable animation in Blender using an empty pivot and keyframed fox rotation. Render the movie by adjusting output properties and encoding, at 24 fps.
Learn how to get exposure on ArtStation by building a strong portfolio, presenting work with quality lighting and a turntable, and engaging groups for promotion and opportunities.
So you wanna make 3d characters for games?
But you don't know the workflow?
Or you don't know the programs?
Don't worry, Zbrush-Blender-Substance Painter full 3d game character for Absolute beginners course gets you covered. I am also here for you.
My name is Niko and I am a 3D character artist and teacher. I started working in the game industry 14 years ago and after numerous games and characters, I am already teaching in some online platforms .
In this course we will learn Zbrush, Blender and Substance Painter from scratch. You will learn how to make characters like this one from the high poly, through retopology and UVs ( all in Zbrush) fix your mesh and prepare it for baking in Blender and then bake and make textures in Substance Painter.
As a bonus we will make a pose and render both the high and the low poly to make a better presentation.
First we will start with basics of Zbrush. We will then learn how to sculpt by making a female head. After that we will bring the most used brushes on the main Ui, to have easier access to them and at least double our speed. Following will be bringing our concept into Zbrush and start sculpting it from sphere. We will have a detailed look into all sculpting methods and techniques, required for making this character. After we colorize and refine it, we will pose our superhero in Zbrush, make render passes and combine them in Photoshop for portfolio render.
Then we will take the t-posed version and start retopologizing it by hand in Zbrush. I will tell you all you need to know about how and why I do my retopology in Zbrush. After we are done with retopology we will unwrap the character again in Zbrush.
And at last it will be time to bring it into Blender. I will get you familiar with Blender interface and the features to get you started. Then we will quickly fix some problems on our mesh and resize and arrange our Uvs inside Blendet to fully prepare captain Fenex for texturing.
Then we will export our hero from Blender, open Substance Painter and get familiar with its interface and features. After that we will import out model there, bake all necessary maps and start making our materials. We will experiment and even have a little bit of fun with the materials, maybe. When we finish with the fun, we will concentrate on exporting the textures out of Substance Painter.
And then will come the bonus and experiment section of the course. We will put the textures in Blender to see our model there in it's full glory. Then i will show you how to get a ready skeleton for your meshes from vintage Blender, adjust it to our model and attach our model to the bones of the skeleton. After that we will move and pose the model witht he help of the bones. When we are ready with the pose i will teach you how to render in Blender and even make a turntable animation for better presentation.
At the end we will spend 30 minutes to talk about Artstation, portfolio and successful presentation with examples and some practical advices.
Since this is Absolute beginners course, no previous knowledge of Zbrush, Blender or Substance Painter is required. I just always recommend with my courses that you practice and do the things i do, in order to get the best possible learning experience. So lets open Zbrush and dive in to the world of 3D characters.