Character Creation for Games

A 9-week course that guides students through the fundamentals of creating and sculpting a real-time character in 3D

Course overview Course overview

Course Overview

This course covers the foundation of creating an appealing, production-ready character from start to finish. From blocking in and sculpting your character, to retopology and UVs, to texturing and presentation—by the end of the course you'll have a portfolio-ready character render.

Course Format:   Standard
Lecture Type:   Pre-recorded (recording available)
Feedback:   Individual recordings
Duration:   9 weeks
Assignment:   Deadlines each week. Expect to spend 10-20 hrs/wk viewing lectures, q&a, and assignment.
Q&A:   Once a week
Materials:   Software Requirements: Maya, Zbrush, Photoshop, Substance Painter, Marmoset Toolbag
Skills level:   Intermediate to Advanced
Prerequisites:   Must have intermediate knowledge of Zbrush, Maya or Max. Recommended course prereqs: Anatomy for Production, Character Texturing for Games in Substance, and Hair Creation for Games

Character Creation for Games WHAT YOU’LL LEARN

What you'll learn

The more you know, the better.

expand all
collapse all
Starting a project | Inspiration, workflow | Different “styles” of artwork | What makes a good / clean model | Break down level of detail | Blocking in Character | Importance of big shapes and silhouette | Tackling the project (Breaking down the focus of the character, how to plan ahead, symmetry) | Focusing on the grand scheme of things, big shapes and silhouette | DEMO: block in, loose sculpt (Dynamesh, Sculptris Pro), Maya modeling
Head and hair sculpting | We will take the head and hair portion of the bust from very simple block in geo to completion | Focusing on adjustment her facial features, and creating an appealing hair sculpt
Clothing/Props Sculpting | This week we will be finishing up on up-resing the clothing, neck portion and also the headphones | We will also take the concepted neck sculpt into Maya and create a cleaner version to import back in Zbrush to use as high res
Facial Topology | Optimizing resolution | UV strategies for UVing face and hair
UV layouts for clothing and prop | Creating a model that is easy to work with (both for yourself and for your co-workers)
Now we have all the ingredients, we can bake! | Soft and hard edge baking | Getting all the necessary utility maps: AO, Curv, Color ID etc | Checking and getting clean bakes Baking in Marmoset / Painter / Designer / Xnormal
Begin the texturing process in Painter. Introducing a non-destructive workflow (Utilize layer masks) | Focusing on the organic parts of the character: Face, eyes, hair
Finishing Textures on the rest of the bust | Focusing on the clothing, neck and headphone portions
Basic rigging | Setting up a scene in Marmoset for render

Prepare to meet your master.

An awesome industry pro!


July 9th!

spring TERM Registration

Feb 11, 2019 - Apr 26, 2019




July 9th!

Pricing & Schedule

Even though our courses are the most affordable for the quality of education.

These Finance Options allow you to focus on your goals instead of the barriers that keep you from reaching them.

Employer Reimbursement

Animation Guild CSATTF

Payment Plan

Companies that hire our students

  • Naughty Dog
  • Luma Pictures
  • Google
  • EA Games
  • DreamWorks Animation
  • Blizzard Entertainment

Speak to an advisor

Need guidance or course recommendations? Let us help!

Have you taken a course with us before?

Show us your skills

Not sure if you have the skills, or are you proving you do? Show us.

Have you taken a course with us before?