
discover zbrush, a powerful sculpting and painting tool used to create 3D characters, props, weapons, and vehicles for games, movies, advertising, and 3D printing.
Learn to download the ZBrush 2018 trial, register an account, receive the download link by email, and activate with a serial number, while verifying system requirements.
Explore the interface overview for the character modeling tool, from canvas and light box to palettes, brushes, materials, and quick-access layout and transparency controls.
Learn to navigate the sculpting canvas by rotating with left or right mouse, zooming with control+right mouse, panning, and framing the object in preparation for a character head project.
Learn head blocking in a sculpting workflow by using a reference image, symmetry, and build-up techniques to shape the face, neck, and basic planes of a character head.
Block facial features for game character modeling using clay build up, increase polygons from 64 to 128, and shape the nose, nostrils, eyes, lips, cheeks, and ears.
Refine the nose and lips using standard and clay build up brushes to define volume, contours, and subtle asymmetry.
Learn to poly paint the head by applying a skin material base, filling the model with a pale tone, and adding darker tones for realistic lips and skin.
Learn poly painting the face by layering yellow, red, and blue tones, blending with opacity controls and blotchy strokes to create natural skin color variations and facial details.
Learn to add freckles to a character’s face using multiple layers, color choices, and brush settings to control intensity, size, and symmetry.
Paint the eyeball by refining polygons, applying base colors, and adjusting materials and lighting to create realistic blood vessels, cornea, and the eye's overall shading.
In this final lecture, render the character model by adjusting light angle and shadow softness, then iterate for smoothness and export the result as a bsd file.
Customize the zbrush interface by enabling the customize option in preferences and assigning hotkeys for quick access. Store these settings as a config in preferences so they load automatically.
Learn to import reference images into Zbrush, align front and back views behind the model for accurate proportions, remove extraneous images, and save the scene properly for the next steps.
Explore three ways to block a game character: using dynamics, using primitive shapes converted to dynamics, and a cylindrical sleeve method with insert mesh and lightbox.
Block the body frame using Zsphere, center the model with symmetry, and shape the torso, pelvis, head, and limbs, then apply adaptive skin to preview the final mesh.
Block the basic shapes of the hind leg and torso using Dynamesh, adjust proportions with move tools and smoothing, and refine volume and form through iterative blocking and sculpting.
Block the hand by building and duplicating fingers with Dynamesh, add thickness, shape the index finger and thumb, and merge the fingers with the palm for a cohesive hand model.
Block the head's basic shape from the side view, clipping and refining the forehead, cheeks, jaw, and nose to establish facial proportions, then wrap up with smooth features.
Block the pant area on the body using masking and drawing, then split and refine the mesh, close holes, and optimize polygon count to achieve clean topology for game characters.
Block the shoe geometry, mask areas, separate parts, manage polygons with smoothing and no clip techniques, and prepare a denser mesh for later detailing in the next module.
Block the jacket onto the character by masking and extracting geometry, control thickness, convert to a dynamic object, adjust topology, and prepare the model for detailing in the complete pipeline.
Block a game character's tshirt blocking through masking, borders, and topology refinement, splitting areas, adjusting thickness, and viewing both sides to achieve clean topology for texturing.
Explore scarf blocking in a game character pipeline, applying basic blocking, symmetry, dynamics, and initial sculpting to shape a stylized scarf.
Block and wrap up gloves in a game character workflow by masking, extracting, using symmetry, cleaning topology, adding thickness, and refining loops for a clean hand model.
Discover the new sculptor's pro inside dribblers 2018, turn on real-time subdivisions with adjustable brush size, sculpt with few polygons, and experience simultaneous decimation and smoothing.
Adjust the jaw and neck, refine the lips and forehead, to correct face proportion in character modeling for game, using distance checks and prepping the eyes for the next lecture.
Sculpt the eyes on a low-poly head, shaping the eye socket and eyeball. Mirror with the move tool and gizmo, adjust scale, and refine corners with curve and cue card.
Detail the nose by refining nostrils and nose lines, smoothing transitions, and adjusting the nose behind the eye to achieve a stylized, low poly look.
Refine the lips of a game character from jagged edges to smooth center lines and depth, balancing realism with stylized simplicity.
Create the eyebrows by shaping and masking the brow area, refine topology with subdivision and bevels, and prepare a low-poly mesh for normal maps through painting.
Detail the hand with subdivisions, smoothing, and masking, apply stylized, square finger shapes, and refine nails, then wrap up the model and preview the head in the next module.
Download and install useful hair brushes from brush presets and Lightbox sources, follow sign-up links to get brushes, and organize them in the Lightbox for efficient hair modeling workflows.
Learn to create a hair blocking brush from a cube, customize geometry, adjust with gizmo, smooth and divide, then save the brush preset for reuse.
Create a single hair clump using a head reference, then master the gizmo to bend, move, and twist control points for precise hairstyling.
Block the hair style using a bus, gizmo, and adjustable points to form three starting points, refine clumps, and study front center perspective for cohesive flow.
Divide the main chunk to add subdivisions and refine symmetry for a stylized look. Use trim dynamic brush or down standard to flatten and sharpen edges, adjusting radius and alpha.
Learn to create hair strand lines using brushes, balance subdivision and polygons, and sculpt fine details across each hair clump for natural flow.
Polish the hair model, refine polygons through subdivision, and test from multiple angles using materials to reduce wobbliness, preparing for the clothing detail in the next model.
Learn to model and bevel a pant belt using poly groups and polygraph, then smooth, adjust thickness, and maintain symmetry within a complete character pipeline.
Adjust basic proportions early in sculpting by using transpose master to combine masses, then refine height and leg length with symmetry and alignment checks.
Learn to model belt straps for a game character using belt planning, extrusion, poly groups, masking, and insert loops to create a smooth, accurate strap.
Practice sculpting a stylized torn pant part by masking, extracting, and moving internal pieces, then refine with symmetry, subdividing and polishing to achieve a clean, stylized look.
Sculpt the back pocket and pocket seams, using symmetry, extrusion, thickness adjustments, and dynamic subdivision to refine topology and create stitching lines.
Master sculpting stylized folds for game characters by shaping bold silhouettes, carving folds and falls, managing symmetry, and policing unnecessary forms for a clean, stylized look.
Refine shoe shapes by subdividing and smoothing the model, polish the sole and bottom with brushes, adjust wobbliness using lighting, and clean up the geometry to achieve a crisp silhouette.
Refine leather folds by increasing subdivisions, carving inner lines, and shaping the silhouette with a non-destructive, layer-based workflow, while balancing detail with smooth transitions.
Create straps with a brush, duplicate the tool to keep the original, adjust subdivisions, then rotate and align at 45 and 90 degrees while applying dynamic subdivision for smoother belts.
Learn to color and detail a character’s t-shirt using brushes, poly painting, and sculpting techniques, adjust opacity and intensity, and create seamless line work for a richer model.
Adjust jacket shapes by moving vertex points along the normal to prevent body penetration, refine the side view, ensure symmetry, and prepare for collar detailing in the next lesson.
Explore fur collar sculpting by blocking basic forms, increasing the polygon count to around 600–750, and smoothing to refine subtle interlocking circular patterns for a realistic fur collar.
Learn to add jacket folds to a character by manipulating geometry, subdividing, extracting pieces, and integrating clean topology with proper poly groups for a realistic silhouette.
Block the folds of the scarf in a stylized character model, building a rounded base, addressing overlaps, and refining with polish to create a graphic, printing-like texture.
Polish scarf folds using dynamic subdivision and smoothing techniques, refine edge lines, and paint subtle crease details to achieve a soft, cartoon-like look for game character texturing.
Learn how to detail gloves with seam lines and folds using subdivision, poly painting, masking, and sculpting techniques, refining topology and applying brushes to create convincing texture.
Block the holster with a clean polygon cube, shape and scale it for proper proportion using gizmos, then mask and split for symmetry in preparation for detailing.
Detail the bomb holster by shaping the base mesh in the poly frame, creating poly groups, extruding interiors, and applying dynamic creases and bevels for a realistic belt and strap.
Learn to model a sci-fi bomb clamp by building and duplicating components, shaping rings and torus features, and refining topology with loops, bevels, and splitting parts using gizmo 3D.
Learn to detail a sci-fi bomb by creating panel lines with panel loops, assigning poly groups, and adjusting subdivision for hard-edged, precise detailing.
Block the head phone by constructing basic shapes in 3d using cylinders and a polygon cube, then move, scale, rotate, and center components to form the head phone.
Detail the headphone ear part through a hands-on polygon workflow: delete loops, inset regions, extrude, adjust with fly by land scaling, apply dynamic subdivision and crease for realistic edges.
Define the back part by beveling edges for a smooth curve, deleting unnecessary polygons, enabling symmetry, extruding thickness, and using insert mesh to add bolts for a mechanical look.
Block the back strap and body to enable the character's flying pose, using jacket geometry, strap snapping, symmetry, and refinements like inset, bevel, and extrude.
Learn to detail a fly machine body using radial symmetry and local symmetry, refine with subdivision levels, polygroups, and G-model brushes to create turbine-like details and control buttons.
Finish shaping and duplicating the strap components, enable symmetry, refine topology, and attach fasteners to connect the strap to the fly machine, setting up the next lecture.
Block the hand for game characters by starting from a cube, converting to a poly cube for clean topology, and shaping the elbow and wrist with bend, scale, and manipulator.
Block and refine a hand machine part in a 3d modeling workflow, starting from a cube, scaling, rotating, clipping, and detailing with cylinders to achieve a clean silhouette.
Detail the hand part by defining a clean border, adjusting thickness, masking, and separating border sections, using poly groups and loops, then extruding to refine topology.
Create a circle-based mesh by splitting edges, moving vertices, and isolating the interior to form a hollow ring. Use subdivision and crease to refine the circle into a rounded form.
Detail the second piece of the missing part by selecting, scaling, and rotating for length; use the poly frame to insert square area, bevel edges, and shape the blue switch.
Detail the hand machine part by masking and extracting clean geometry, then refine topology with subdivision and loop insertion, duplicating sides and extruding to add realistic depth.
Create the character’s pipe and strap by using insert cylinder extender, drawing a cylinder, adjusting depth and thickness, bending, and aligning vertices to connect straps for a game-ready model.
Perform a final check of a high-poly character sculpt in ZBrush, identifying intersections and gaps, filling holes, and smoothing for a clean low-poly decimation.
Learn to decimate a high-poly character, preserve details, and export to Maya for retopo, using preprocess and percent-based decimation.
Export a decimated character for Maya from a 6 million polygon high-poly to 1.4 million, preserve the original high-poly file, and use the expert tools plugin for a single-click export.
Introduce the 3d software interface for absolute beginners, covering main viewports (perspective, front, side), the menubar, tool settings, and resetting to factory defaults.
Master viewport navigation in Maya by importing a model, orbiting, panning, and zooming with the middle mouse, and using perspective and orthographic views to frame objects.
Learn to switch viewport display modes: wireframe, solid color, and lighting, to inspect vertices, move objects, and preview lighting with default light and additional lights.
Create objects using primitives or polygons, then adjust size with numeric inputs or interactive dragging, using the channel box and axis gizmos to set radius, width, and height.
Explore the difference between component mode and object mode, learn how to select and edit vertices, edges, faces, and polygons, and switch between modes to shape and transform models.
Master multiple selection techniques for components and objects in the character modeling workflow, including select all, drag-select, lasso, brush size, and add/subtract with ctrl or shift.
Learn to use the move, rotate, and scale tools to position objects and align them with respect to the cube, controlling the red x, green y, and blue z axes.
Organize your scene with layers to group parts, hide or reveal selections, and switch between normal, template, and reference modes while naming layers clearly.
Learn how to save your object or model in Maya using file save, choose between ASCII or binary, name the file, select the destination, and save.
Retopology creates clean topology for animation and reduces a 1.4 million polygon character to roughly 12k–20k polygons for game engines, while planning welded versus separate parts for proper rigging.
Master head retopology by building round, clean topology for the head with the quad tool on a live object, using symmetry and precise edge loops.
continue head retopology work, using a quadro workflow to establish neck loops, nose topology, and clean symmetry, while refining polygons, avoiding long circles and questionable triangles.
Continue head retopology by refining quad-based topology, filling and adjusting edge loops to meet a polygon budget while balancing low-poly and high-poly details for clean normal maps.
Learn retopology with Topogun to build clean low-poly topology over a reference object. Export as OBJ for Maya, then import and continue the pipeline for game character models.
Create clean torso topology in Topogun by building joint loops, centerlines, and hand loops, using simple create, bridge, and connect ring; double eight-point loops to sixteen for rig-friendly topology.
continue the torso retopology workflow in Topogun, adjusting loops, connecting vertices, using symmetry and extruding and bridging techniques to create a clean torso topology.
Refine torso retopology in Topogun by building and distributing edge loops, adjusting polygon density, and using symmetry and mirroring to achieve clean topology.
In Topogun, retopologize an arm by building cylindrical hand and leg sections, converting 16-point loops to eight, aligning center lines, and joining edges for clean, deformation-friendly topology.
Apply body retopology techniques in topogun to shape the leg with cylindrical segments using loft and sweep loft tools, creating eight-point loops and clean topology.
Create clean body retopology for a shoe in Topogun by using the simple create tool, drawing lines, forming polygons, and applying center-aligned loops.
Retopologize the hand and fingers in Topogun by building cylindrical finger segments and three knuckle loops, center and two supports, then adjust angles and soft radius for clean vertex flow.
Master hand and fingers retopology in Topogun by merging center vertices, extruding loops, and aligning edges to create clean triangles and a symmetrical hand mesh.
Retopologize the leg in Topogun, joining with the torso and refining the belt area, center lines, and straps with symmetrical topology, edge loops, and clean horizontal and vertical lines.
Learn body retopology in topogun by building clean edge loops, filling areas, and applying symmetry to achieve a properly topologized scarf model with ready UVs.
Master retopology in Maya by building the head with low and high poly layers, combining multiple pieces, extrude, and enforcing symmetry to create clean polygon flow.
Master retopology in Maya by conforming objects to a single mass, starting with a cylinder to create a low-poly form that matches the high-poly model for the back fly machine.
Master Maya retopology for hand models by building clean quad topology with extrude, cap, and fill workflows, using the multicar tool to adjust vertices and polygons for proper topology.
Retopology in Maya: build a hand machine part from a cylinder using composite merging, then refine topology with holes, bridges, and loop adjustments for a clean low-poly game asset.
Explore hand retopology of a pipe in Topogun, exporting a high-poly model, drawing guide lines, and matching vertices to create a clean low-poly topology for normal maps.
Learn a different approach to retopology in ZBrush for hair, using decimation, low-poly workflows, and exporting to Maya to optimize the model before final setup.
Finalize the hair by refining loops and smoothing the silhouette within a 15,000-polygon budget. Optimize polygons with lighting checks to reduce jagged lines while preserving the silhouette.
Master retopology in Maya by building a holster with precise snapping and alignment, then optimize polygons by removing alternate loops and collapsing rings while preserving silhouette.
Master retopology in Maya by placing points, creating quads and triangles, and refining borders with loops, fills, and smoothing, while reducing polygons for an efficient low-poly holster model.
Increase polygon density on the body and leg to balance the low-poly silhouette, then bridge rings, relax geometry, and refine loops for rig-ready accuracy.
Retopologize small parts to create clean low-poly proxies, utilizing subdivision levels and edge loops, and export and import optimized meshes for game-ready characters.
learn to clean up a low-poly character mesh by removing inside polygons, correcting normals, fixing non-manifold and non-planar faces, merging vertices, and reducing polygon count for game-ready topology.
Open the uv editor and toolkit, set up a workspace, and navigate the 3D view with zoom, pan, and orbit while using u and v axes inside the 0–1 space.
Learn practical unwrapping techniques using simple objects like cylinders, spears, and cubes; apply automatic, planar, and spiral UV mappings, edit seams, and unfold for clean textures.
Unwrap the character head by applying planar UV mapping, setting seams, and unfolding the model, then verify with a checker texture to prevent stretching.
Unwrap the hair and head with planar mapping, bake normal maps, and optimize UV layouts while managing seams. Distribute UV shells and isolate parts to avoid stretching.
Unwrap the headphone as a hard-surface model with 90-degree corners, harden edges, use planner mapping and unfolding, and duplicate to the opposite side.
unwrap the hand machine part using multiple uv mapping techniques. explore automatic, cylindrical, and planar mapping, minimize seams, and unfold and stitch uv layouts.
Complete the hand uv unwrap, refine smoothing and seams, and manage hard edges, then use planar and camera projection mapping with automatic layout and existing materials for clean textures.
this lecture demonstrates hand unwrapping for the full body, detailing symmetry, applying uv mapping, and using unfold with the card tool to split the hand into efficient uv sheets.
Unwrap the full leg for game character modeling and texturing, using seams, symmetry checks, and unfolding, then refine textures with checker checks and scalable faces.
Learn how to unwrap the torso for a game character by isolating and unfolding body parts, stitching seams, staging folds, and optimizing textures for a clean back-and-front unwrap.
Unwrap small parts by projecting to planes, applying automatic and manual UV mapping, and refining seams, hard edges, and subtended faces to create clean game textures.
Create a rough layout by correcting proportions, aligning uvs, and ensuring consistent texture check across head, face, and body; adjust cell density, text map size, and padding.
Finalize character layouts by scaling head and parts to 1.5, adjust texture space, reposition elements, duplicate and flip pieces, and prepare the scene for baking and export to Substance Benta.
Master the end-to-end clean up and export workflow for character modeling: organize outliner groups, remove history, unify materials, and export low and high poly assets for baking in substance.
STUDENT REVIEWS
Stratis : One character course to rule them all... Finally someone to take us from A to Z , from concepting to a textured animation ready model. This is answering many hobbyist questions on the professional pipeline sequence (and doesn`t shy away from the most overlooked topic of them all: topology) Well done!
Edgar Y : Amazing course. The essentials are in-depth, well covered & will enable you to create production-ready portfolio characters. Looking forward to more of your courses you'll be making in the future & keep up the excellent work.
John T. Meredith : This is an excellent course. Learned things I had not seen any where else. Very clear and point by point step by step. Superior.
Alexandre MEAUX : Incredible course ! This course provide ALL the possible ways to create something. It's absolutely not frustrating and you really feel the progress along the course. The Q&R is really helpful and satisfying. Loving this really ! Don't hesitate
Jeff Thorne : This is a fantastic course! Nalini takes you from beginning to end of a great project. He shows you multiple ways of modeling to help you make your own choice. A great instructor. I will purchase all of his courses on Maya/Zbrush. Thanks Nalini for a great course.
MORE REVIEWS LIKE THIS
COURSE DESCRIPTION :
Hi, Welcome to Character Modeling & Texturing For Game - Complete Pipeline Course.
In this course you will Learn to sculpt, retopo & texture an animation ready character for game in Zbrush, Maya, Topogun and Substance Painter.
Do you want to learn the full process to make a character for game ? if so then this is the course for you.
Welcome and Instructor Intro
My name is Nalin, I am a 3d Modelling and Texturing Artist and Educator.
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.
Benefits
At the end of the course, you will be able to create beautiful looking characters for game using Zbrush, Maya, Topogun and Substance Painter.
List of Major Components
Modeling and Sculpting Characters Using Zbrush
Retopology using Maya, Topogun & Zbrush
UV Unwrapping in Maya
Texturing Characters and Props Using Substance Painter
Baking Maps
Rendering in Substance Painter
Let’s see how the course is designed and what’s there for you. There would be 13 modules.
1st module - you will learn Zbrush from scratch, Sculpting and poly painting basics by working on a small stylized head project.
2nd module - I am going to start the main character project and you will learn how to start and block in the character from scratch using dynamesh and zsphere.
3rd module - you will learn how to block in the clothing of the character using different method I use in production.
4th module - you will learn how to define the face features and making it look beautiful.
5th module - you will learn how to sculpt stylized hair using zmodeler and some specific brush.
6th module - I will show you how to sculpt stylized clothing wrinkles.
7th module - you will learn all about modelling and sculpting hard surface object zmodeler, dynamesh and some other Technics
8th module - you will learn Maya Basics and this module is for absolute beginners.
9th module - I will do the character retopology in Maya, Topogun and Zbrush. We are going to start with Maya retopo and here you will learn how to use Quad draw tool for retopology. And then I am going to switch to Topogun a specialized retopo software, and you are going to learn it’s magical tools to retopo your character with speed. Then we are going to see how we can also use Zbrush to create low poly
10th module - you are going to learn character UV unwrapping using Maya 2018 new tool set. Here I am going to show you various ways to unwrap and some new powerful tools. And finally we are going to create the UV layout.
11th module - , I am going to start baking various maps such as Normal, Ambient occlusion, Curvature, position, thickness and Color ID map using Substance painter. I am also going to show you how to eliminates any errors in those maps.
12th module - we are going texture the character inside substance painter. First I am going to start with the very basics of the software and then I am going to texture the clothing, you are going to learn how to create leather jackets. Later I am going to make the character look a little dirty by adding a dirt layer. then I am going to work on the skin and the make up on the face and we are going to paint the eyes next. Then I will put some metal materials on the hard surface parts. Then you will learn how to create glowing emmisive parts. And finaly we are going to render our character with iray.
13th module - then in the final module, I am going to conclude and wrap up the course.
Ideal Students
I have designed this course keeping beginners in mind but it can be very useful for intermediate to advance character artist and students who wants to create their own characters from start to finish but struggles with it because they lack step by step guidance.
Thank you
Feel free to check out the course outline below to see everything that is included in this course.
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 creating 3d characters for game.
This is Nalin, I thank you for enrolling to the course and I will see you in the first lecture.
Regards,
Nalini kanta jena