
Discover where to find high-quality reference images and character concept art, using Google, Pinterest, ArtStation, and Textures.com, while crediting artists for their work.
Explore Maya 2018 interface basics, including the title bar, status line, toolbox, workspace, and panels, and learn to switch to the modeling workspace, customize layout, and reset to factory defaults.
Learn the Maya interface in detail, including switching menu sets, using the menu selector, and mastering modeling toolkit, channel box, and layout editor for realistic game character work.
Learn to navigate the Maya viewport with alt-mouse controls for rotate, zoom, and pan, switch to perspective or four-view layouts, and frame objects using F, A, and the shift counterparts.
Explore Maya viewport display modes, switching between perspective and front views, wireframe and setting modes, shading, texture, and lighting to inspect models quickly using shortcuts 4, 5, 6, and 7.
learn to create polygon and nurbs objects in Maya using the create menu, interactive creation, and marking menus, then adjust polygon inputs like width, height, and depth via middle‑mouse drag.
Learn to use the select tool, lasso select, and paint select to pick objects or polygon components (vertex, edge, face). Enable camera based selection to avoid selecting behind geometry.
Move, rotate, and scale objects in the Maya viewport with the W, E, and R tools, manipulating along the X, Y, and Z axes and setting exact rotation values.
Create and organize a Maya project folder with default subfolders like assets, autosaves, scenes, and source images, and place reference images and videos in their respective folders.
Import front and side reference images into Maya, using Photoshop to crop and save them to the source image folder, then align and position them for accurate, symmetric modeling.
Model the torso from a polygon cylinder using x-ray view and a 12-subdivision axis. Extrude and refine with edge loops to shape neck, chest, deltoid, and leg next lesson.
Complete the torso by refining topology, adding edge loops and bridges for roundness, adjusting vertex positions, and preparing a mirrored, continuous torso for future hand and leg.
Block the hand from a cylinder, align eight edges, add five height divisions, adjust elbow bend, set a pivot with D, then bridge and combine to connect to the body.
Define the torso and hand by refining the base mesh in Maya and ZBrush, adjusting edge loops for square distribution, and mirroring with precise merge thresholds and snap settings.
Block the leg using a ten-edge-loop cylinder, extrude to form the knee area, adjust in front and side views, bridge edges for clean topology, then mirror and delete history.
Model the palm from a cube, add subdivisions, and extrude fingers, individually or as a group, then adjust angles and shape with object mode for precise proportions.
Define the palm and fingers in a hand model, refine proportions with loop insertion and edge collapse, then sculpt volume using move along normals and the relax brush with symmetry.
Block the foot using a cube-based approach in Maya and ZBrush, adding subdivisions, edge loops, and bulging shape to create a realistic foot form, with optional toe extrusion.
Begin with a generic base face and an eye sphere, align and scale, then model eyelid skin with quad draw on a live object for high and low poly workflows.
Refine the eye geometry in Maya, adjusting brow, eyelid thickness, and depth while extruding toward the nose to create a realistic, high-poly animated model for ZBrush.
Block out the nose by extruding edge loops, refine the nostril base and ball, and use component mode with vertex merges to shape the nostril wings.
Use the polygon tool to sketch the lip contour, extrude and scale to form the lip leaf, then apply soft selection and adjust or reverse normals to ensure correct facing.
Master the jaw area in Maya by extruding and bridging the jaw loop, merging edges, and refining with soft selection to shape a realistic generic face.
Model a realistic skull in maya and zbrush by extruding edges, adjusting vertices, and rotating steps to keep a rounded profile, then refine with edge loops and perspective checks.
Break ear modeling into two basic steps using polygon tools. Extrude depth and refine vertices with soft selection and center pivot adjustments to create a connected ear outline.
Refine ear topology by adjusting depth and bulge, smoothing hard lines, and connecting edge loops, using Maya tools like bevel, bridge, and extrude.
Finish the ear by extruding the behind border, merging vertices with target weld, and aligning the ear to the head. Use insert edge loop and multi-cut to refine topology.
Finish the character body by refining the neck geometry: extrude and merge edges, adjust edge loops, collapse edges, and mirror the model after aligning center vertices for proper subdivision.
Model the inner shirt by duplicating from the body, using pen selection and symmetry, then extrude and adjust vertices to fit without penetrating the body for later ZBrush refinement.
Create a two-layer jacket base by shaping the inner part, duplicating for the top layer, adjusting pivots, hiding selections, and extruding edge loops to define the neck and form.
Refine the jacket base in Maya using the multi-cut tool to create clean edges, delete faces, adjust vertices, and extrude with thickness while reversing normals; next: the shoulder part.
Master shoulder pad modeling by extruding for thickness, adding edge loops to preserve sharp corners when smooth, and merging vertices to fix double geometry, using a half cylinder approach.
Model shoulder straps and buckles on a character jacket using cube/extrude workflows, repeating extrusions, beveling corners, and a pipe piece rotated to 45 degrees for metal buckles.
Complete the strap base by duplicating and aligning shapes, widening the strap, and adding a buckle, focusing on basic forms before detailing.
Design a back panel base mesh by starting from a cube, extruding and scaling in Maya and ZBrush, adding edge loops to refine shape and alignment.
Duplicate the body's faces to form the pant base mesh, offset the copy, bevel edges, and use relax with symmetry in ZBrush to even vertices before sculpting wrinkles and stitches.
Build hat base from a cube, delete a face, and smooth for a rounded top with clean loops, avoiding pole artifacts. Extrude and insert edge loops to shape the rim.
Smooth the low-poly glove base mesh in Maya and ZBrush, duplicate faces, extrude straps, and adjust vertices to form edges, then add edge loops for thickness and refine the mesh.
Learn to model a strap buckle in Maya and ZBrush by building a cube, extruding, offsetting, bridging edges, and adding edge loops to refine the form.
Learn to block and shape a strap for a game character by building a curve, snapping a cube to it, and extruding with divisions to fit the curve's thickness.
Finish the strap by duplicating faces, using soft selection and move in world space, extruding for thickness, and adding edge loops to round the kernels for a bullet holder.
Create a pouch model in Maya and ZBrush by starting from a cube, extruding and shaping with curves, insert edge loops, bevels, and lattice deformations while preserving corners.
Duplicate and reuse the first pouch to model a second, refine with edge loops and hole filling, using top view in Maya for accuracy.
Model a wine bottle in Maya by creating a curve, revolving it into a surface, converting to polygons, and adding thickness with edge loops, while fixing transform issues.
Model realistic bullets by shaping a low-subdivision bullet, extruding and capping, adding edge loops, and duplicating to arrange multiple bullets for game assets.
Duplicate from the body to build the holder, extrude to add thickness, reverse normals, add edge loops, and form bombs as cylinders, using the marking menu and snapping for placement.
Duplicate and reuse the strap, center the pivot, and adjust its position, then extrude thickness and add edge loops to form a realistic side strap for a game character.
Model a gun holster from a polygon cube, add edge loops, and extrude to create thickness. Refine with the pen tool, hard edge settings, and loops to ensure square faces.
Learn to model thigh straps by creating loops, beveling edges, extruding, duplicating and mirroring, then grouping, centering the pivot, and refining scale and normals.
In Maya, block the base shape of a Glock gen five using reference images in a fresh scene, then add edge loops and extrude to form the gun’s initial topology.
Refine the gun model by shaping base geometry, adding loops, bevels, and curves; learn extrusion, edge loop placement, and target weld techniques to achieve secondary shapes.
Develop gun modeling with secondary shapes in Maya and ZBrush by refining basic shapes, applying extrude, offset, target weld, master center, bevel, and thickness to build panel details.
Refine gun modeling in Maya by defining shapes, extruding faces, adding edge loops with symmetry, and beveling to create a detailed, game-ready trigger and body.
Refine gun detailing by beveling edges, adding edge loops, and using the multi-cut tool to fix topology, then extrude offset to keep sharp features and align cylinder guide with pivot.
Refine the gun model by adding edge loops, adjusting vertices for symmetry, and extruding to establish thickness, then use fill hole and equal-distance edge loop insertion to keep edges smooth.
Explore detailed gun trigger modeling in Maya with practical edge-loop workflows, extrusion, looping, and welding to create a smooth, realistic trigger geometry aligned to reference images.
Detail the back of a gun in Maya by selecting faces, extruding, beveling edges, adding edge loops, extracting pieces, giving thickness, reversing normals, and using multi-cut for clean detailing.
Add edge loops, switch to wireframe, and extrude faces to shape the gun's side. Asymmetrical design requires no mirror; weld and delete edges, add supporting loops for smooth surfaces.
Detail the gun body by building symmetrical edge loops, extruding faces, and offsetting geometry in Maya, adjusting vertices for smooth transitions, and preparing for grip details in the next video.
Create a gun grip pattern by modeling small dots, beveling edges, duplicating and arranging pieces, then refine with bending, lattice adjustments, and history deletion for a seamless, ready-to-pose mesh.
Refine the gun grip backside in maya using bend deformers and lattice subdivision. Duplicate and flip sections with precise grouping and pivot alignment to finalize the back assembly.
Finish the gun in Maya by refining details, adding edge loops and proper polygon distribution, mirroring the model, and preparing a clean base mesh for ZBrush detailing and export.
Import the gun into the character scene, combine all gun pieces, scale down the model, and set the character to hold the gun, preparing for export.
Perform final cleanup before exporting to ZBrush, closing the mouth interior with extruded edge loops, filling holes, and ensuring even subdivision for clean sculpting.
Export the character components as OBJ from Maya, enabling OBJ export in the plugin manager, organizing into folders, and exporting the body, eyes, jacket, belt, and other parts.
Explore the basics of Zbrush and its role as the leading 3D sculpting tool for game artists, with pointers to Pixologic resources, alphas, materials, and the Zbrush Central community.
Explore the ZBrush interface overview, learning to navigate the canvas, lightbox, palettes, and brushes, set up materials, manage quick save, and understand active tools and layout options.
Navigate the canvas by rotating the view to inspect the model, pan with alt and left drag, and zoom with a temporary alt, using a mouse or Wacom pen.
This lesson shows how to start sculpting by creating or importing a base mesh, converting to polymesh 3D, and subdividing to add detail, then shaping with brushes and alphas.
Master masking techniques in sculpting by using the mask pen, freehand, or alpha masks to isolate geometry, blur or invert masks, and create polygroups from masks.
Learn to show and hide polygons in ZBrush using masking with Ctrl Shift and Alt, and delete hidden polygons via the Modify topology panel, while using polygroups to isolate areas.
Learn to import Maya OBJ files into ZBrush using the import option, convert non-standard polygons to quads or triangles, and multi-append objects as subtools with SubTool Master.
Customize ZBrush for efficiency by assigning hotkeys to frequently used brushes and arranging essential tools on the interface, then save configurations and adjust lighting with a flat background.
Import and align a reference image in ZBrush as a background, using front/back maps, scaling, horizontal offset, and three fill modes to see through the model while preserving symmetry.
Explore human proportions with eight-head proportion guidelines, focusing on aligning chest, belly button, leg joints, knee, and feet for realistic game characters in Maya and ZBrush.
Assess the character’s proportion using the head ratio and eight-head character. Duplicate, mask, and use symmetry to adjust the knee, pants, and hands before primary blocking.
Adjust facial feature proportions, including nose width, lip width, eye position, and jawline to refine overall head proportions before detailing, using a reference image and symmetry with the move brush.
Explore facial anatomy basics for realistic character modeling—skull structure, cartilage nose, cheek bone, eye sockets, jaw, and key muscles (temporalis, orbicularis oculi, zygomatic major/minor); learn neck muscle layout (trapezius, clavicle).
Learn to use PureRef to view and organize reference images on screen while sculpting in Zbrush, including importing images, arranging layouts, scaling with Ctrl+Alt, and saving sessions.
sculpt the primary shapes of the face by building basic forms first, then secondary and tertiary shapes; focus on jaw line, cheekbone, and lip structure with symmetry.
Begin sculpting facial muscles and primary forms with clay brush and clay buildup to shape the brow, nose, and lips, then refine with move and Damstandard across division levels.
Sculpt the lip by forming a center bump and raised ridge, while keeping smooth, rounded transitions and flat areas for a natural, fleshy profile.
Master sculpting eyelid forms in Maya and ZBrush by defining the upper and lower lids, eye bags, and fat, using Dam Standard and Trim Dynamic to refine edges.
Explore sculpting the ear’s primary forms using reference images, symmetry, and damstandard to define the side profile and curves. Prepare for the neck area in the next video.
Sculpt the neck's primary forms by shaping the mastoid muscle from the mastoid process to the clavicle, and define the clavicle, Adam's apple, and trapezius.
Block the arm's primary forms by sculpting the deltoid, biceps, and triceps with clay build-up, then refine forearm volume and bone landmarks for realistic anatomy.
Learn to sculpt the palm and block the fingers in a relaxed hand pose using reference images, masks, and rotate tools to shape natural knuckles and joints.
Explore finger sculpting in Maya and ZBrush by shaping knuckles, nails, and tendons with move brush and DamStandard, refining curves, proportions, and subtle details.
Sculpt the palm's secondary details with standard brushes and Damstandard, adding subtle wrinkles, tendon hints, and broken lines to create realistic, well-defined palm volume.
Refine the back of the arm by sculpting secondary details, adding muscle indications, wrinkles, and veins with the Damstandard brush, using layers and morph targets to refine.
Sculpt facial secondary details by shaping the nose, nostrils, and nasolabial folds. Check proportions from bottom and side views and define the masseter muscle for realism.
Refine secondary facial details by shaping the eye and lip borders with damstandard and clay brushes; add eye corner wrinkles, smooth transitions, and use rotate and masking tools.
Study facial skin detailing for game characters, noting pores, wrinkles, and texture variation across areas, and learn to use alphas to recreate these effects.
Find skin alphas for Maya and ZBrush from Pixologic download center, Surface mimic, Gumroad, and more, including nails, knuckles, veins, and wrinkles for realistic skin detailing.
Detail the lip by manually sculpting with damstandard and standard brushes on a lip layer, turning off symmetry, varying line direction and pressure, and adding fine pores with alpha.
Sculpt the face by building a base skin with free skin brushes, then layer pores, roughness, and pimples to create a realistic, textured expression.
Refine the face and neck skin in maya and zbrush with layered skin, directional wrinkles, veins, and secondary forms, using symmetry and alpha-driven lines.
Apply high-quality hand alphas to add knuckles and palm detail, using drag strokes on high subdivision levels with auto masking, then refine with smoothing and DamStandard.
Detail the hand in Maya and ZBrush with elbow alpha on the standard brush, symmetry, and intensity to create pores, wrinkles, nail rest lines; later, explore hair techniques.
Learn to sculpt realistic hair with fiber mesh in Maya, covering masking, adjusting length, hair count, coverage, three-dimensional profile, segmentation, clumpiness, grooming brushes, and accepting the mesh for styling.
Learn to style game hair in Maya and ZBrush using groom brushes to lengthen, twist, clump, curl, and add direction, variation, and realistic texture before rendering.
In Maya and ZBrush, create a beard with fiber mesh by masking the beard area to control density, then shape with turbulence, twist, and grooming to render.
Mask the face, apply tiny fur using fiber mesh with very small length, adjust mask and color to brown, render previews, and smooth for a subtle facial fur look.
Create hand fur on the fingers and palm using fiber mesh, with masking and directional shaping for natural realism. Refine thickness and symmetry with deformation and Bodyshop.
Reviews by Course Students :
Edgar Y : Nalini is a great instructor. He is experienced and has a deep understanding of the subject he teaches. He covered a lot of things here that filled in gaps in my knowledge. As an experienced character artist myself, I can say this is one of the best courses out there on this subject. Although I may agree with some of the students regarding his accent & pronunciation of some words, to me personally, it really doesn't bother me as I can understand his English overall. With that said, I highly recommend this course to anyone who wants to improve their character modeling skills in an impactful way.
Miguel Thevirum : Congratulations, this is the best course I have studied!!!!! Please don`t stop
Kyle Ogbourne : Really clear and up to date. Glad i purchased this course. Very impressed!
Glhrmarques : Really, this guy is teaching me loads of useful things that I thing I would've never found on the youtube. THX
Win Maw : The best part of tutorial is about folds about clothes. Pipe folds, drop folds, tension folds, invert folds. I never thought about it before.
Welcome
Hi, Welcome to Realistic Character Modelling for Game in Maya & Zbrush course. This 21+ hour’s of video content will teach you how to model and sculpt realistic human characters from scratch step by step.
Do you have any of these Problems?
Do you lack Confidence when it comes to Realistic character modelling?
Is your character model looking like a cartoon or alien even if you don't want that?
Are you fine with props or non organic modeling but find character modeling is difficult?
Do you want to become a character modelling artist but find it difficult to model realistic characters?
Do you wonder How professional people model such realistic characters?
Do you want to switch to character modelling from props or Environment?
If any of these problems that sounds like you are having then this is the perfect course for you.
About the instructor:
My name is Nalin, I am a 3d Modelling and Texturing Artist com Educator.
I began my career as a traditional clay Sculptor. My professional qualification is BFA. I have passed out from B.K College of Art & Crafts, Bhubaneswar.
I have been teaching since 2008 at various Institution such as ZICA, Reliance Education and Arena Animation. I have also worked as a Character Modelling and Texturing Artist at Lakshya Digital and Dhruva Interactive.
Why Should you take this Course?
Learning realistic character modelling is a necessary step towards becoming a character modelling artist for Game and Films. Character modeling artist position is a highly rewarded and demanding position in the Film and Game industry.
By the end of this course you will be able to model realistic human characters for your portfolio so that you can apply for your dream job.
If you are a freelancer then you can learn this and add a new earning method to your bag.
You are going to be a better artist after completing this course.
If you are a student then this is the best course because it shows you how to model a professional quality character model with a step by step approach so that you can follow along.
List of Major Components
Let’s see how the course is designed and what’s there for you. There are 15 modules.
1. Introduction
Introduce you with the concept art and course project.
2. Maya Basics For Beginners
Maya Basics and this is for absolute Maya beginners.
3. Character Body Modeling in Maya
Learn Maya modeling tools to model character body
4. Jacket, Pant and Hat Modeling
Learn Maya modeling tools to model Jacket and Hat
5. Gloves and Accessories Modeling
Learn Maya modeling tools to model Gloves base mesh
6. Gun Modeling in Maya
you will learn hard surface modelling in Maya by doing a realistic Gun for the character.
7. Zbrush Basics For Beginners
Zbrush Basics and again this is for absolute Zbrush beginners.
8. Character Body Sculpting
Head and Hand anatomy. How to sculpt realistic Lips, Nose, Eyes and Ears.
9. Skin Detailing
I am going to reveal how to sculpt photo realistic skin detailing such as pores, fine wrinkles, skin bumps and most importantly how the skin is different in different areas of the face and hand.
10. Sculpting Hair with Fiber mesh
using Fiber mesh to create Hair, Beard, Mustache Eye Brows, Eye Lashes and Body Fur.
11. Detailing the Jacket
I am going to work on the Jacket detailing. In this module you are going to learn how to model torn shirts, Adding wear and tear, Creating your costume alpha and many more things.
12. Pant Sculpting
you will learn different types of folds and how to sculpt those folds on the pant, You will also learn Unwrapping UVs in Zbrush , adding Surface textures, stitching details and memory folds.
13. Shoes Sculpting with Zmodeler in Zbrush
Shoe sculpting with Zmodeler in Zbrush here you will learn to use Zmodeler to model the sole trade pattern, Making the shoe lace with Curve brush and adding stitching to the shoe.
14. Gun Holster Detailing
In this module you are going to learn sculpt the Gun Holster.
15. Conclusion & Wrap up
in this Final module I am going to conclude and wrap up the course.
For detailed course curriculum please check the Curriculum For This Course category on this landing page.
Ideal Students
I designed this course for beginner to Intermediate level 3d modelling students and artist who wants to model photo realistic character but struggles with making the character look realistic.
Still confused whether you should take this course or not, then this should give you some push.
There is a 30 days money back guaranty. Which means if you aren’t satisfied with the course then you can refund it within 30 days.
So literally there isn’t any risk at all, so go ahead and click on the enroll button. I can’t wait to see you modelling realistic characters.
With 30-days money back guarantee, there is nothing holding you back from jumping in right now and trying the course out.
Go ahead and click the enroll button, and I'll see you in lesson 1.
Cheers,
Nalin