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Zbrush, Blender, Substance Painter 3D game character course
Highest Rated
Rating: 4.7 out of 5(399 ratings)
2,348 students

Zbrush, Blender, Substance Painter 3D game character course

Full 3D game character for Absolute beginners
Last updated 5/2021
English

What you'll learn

  • Zbrush
  • game character 3d
  • Blender basics
  • Substance Painter basics

Course content

1 section40 lectures20h 3m total length
  • Introduction5:45

    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.

  • Starting with Zbrush28:58

    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.

  • Start sculpting a female head19:59
  • Start sculpting a female head Pt222:16

    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.

  • Refining, adding eyeballs and color40:37

    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.

  • Customizing Zbrush for much faster workflow34:24

    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.

  • Opening our concept in Zbrush and starting the model28:52
  • Adding eyebrows, nose tip and refining the head24:24

    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.

  • Making the eye mask, Zemesh, Zmodeler30:06

    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.

  • Refining the mask, making the body and starting the arms34:28

    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.

  • Adding fingers and legs32:43

    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.

  • Merging the body, polypaint test, making the tail33:30
  • Making the gloves and boots34:53

    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.

  • Feedback from Franck, head and tail polish34:15

    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.

  • Recap of what we have learned so far and refining the tail33:54

    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.

  • Polishing the tail and body35:17

    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.

  • Making lower subdivisions, and finishing the high poly32:46

    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.

  • Posing the character36:50

    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.

  • Posing the cape32:28

    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.

  • Making render passes from Zbrush and posing the tail39:25

    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.

  • Combining the render passes in Photoshop for a nice render26:14

    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.

  • How to start retopology in Zbrush36:44
  • Finishing the head retopology29:28

    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.

  • Retopology of the hands33:18

    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.

  • Retopology of the torso32:52

    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.

  • Retopology of the legs and tail32:53

    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.

  • Retopology of the cape and eyes32:18
  • Finishing the retopology33:21

    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.

  • Making the UVs and exporting obj-s for Blender23:45

    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.

  • Getting started with Blender32:59
  • Adjusting the UVs and exporting obj from Blender to Substance Painter20:27
  • Getting started with Substance Painter26:55

    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.

  • Assembling the character and how to make materials in Substance painter30:49

    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.

  • Experimenting with materials in Substance Painter29:35

    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.

  • Exporting textures from SP and assign them in Blender21:26

    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.

  • Rigging Captain Fenex in Blender30:15

    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.

  • Struggling with the rig and making a pose33:47

    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.

  • Rendering in Blender32:07

    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.

  • Making a turntable animation and render a movie in Blender16:02

    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.

  • Artstation, portfolio and how to get exposure32:11

    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.

Requirements

  • No

Description

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.


Who this course is for:

  • Beginners who wants to make their first 3D character for game