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AAA Game Character Creation Tutorial Part2

By Otas Tumelis

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COURSE SUMMARY

Learn from a professional character artist in this in-depth tutorial course on AAA Character Creation, Retopology, Texturing, and Rendering. Follow along as we cover the entire process of creating high-quality game characters, including retopology, UV unwrapping, texture baking, texturing, hair card generation, placement, posing, and rendering in Marmoset Toolbag.

Course Details

click-icon 90 Hours of video Content

click-icon English

click-icon Intermediate

click-icon Source Files Included

click-icon English, Chinese, Spanish

USD $44.99 10% OFF $49.99

COURSE TRAILER

COURSE DESCRIPTION

Where is Part1?.

This course is Part 2 of our character art creation series. If you're interested in learning how to create the high-poly version of characters, we recommend checking out Part 1 on our website. You can also explore additional licensing options on Artstation for more resources and information.

Retopology.

In this course, we will begin with the high-poly model we have already created. Our initial focus will be on executing proper and clean retopology, ensuring that the resulting low-poly model is suitable for animations and other applications.

UV Unwrapping.

UV unwrapping a character can be more complex than other models, but we will provide a comprehensive and detailed walkthrough of how to UV-unwrap our entire character, ensuring that the process is executed effectively and accurately.

Baking.

Once our low-poly model is prepared, we will instruct you on how to generate correct bakes, transitioning from the high-poly to the low-poly model using Marmoset Toolbag. This process will ensure the creation of high-quality textures for your character.

Posing.

To infuse more life into our character, we will rig it using AccuRig and pose it in Blender before embarking on the texturing process. This step allows for greater flexibility and expressiveness in our character's appearance.

Texturing our character.

This will be a substantial yet crucial chapter. In the texturing chapters, we will provide a detailed guide on how to texture your entire character, covering everything from fabric and hard surface details to the intricate skin on her face, ensuring a comprehensive and visually compelling result.

Character Hair.

Of course, we want to give your character some hair. In this chapter, we will instruct you on how to create hair cards and strategically place them on your character to achieve the effect of low-poly hair, adding a realistic touch to the overall appearance.

Final rendering & setup.

To complete this tutorial, we will set up our final character in Marmoset Toolbag, ensuring proper lighting, appropriate shaders, and final camera setups. We will then wrap up the tutorial by creating some polished portfolio screenshots, presenting your character in the best possible light for your portfolio.

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   for Full Course Description

AAA Character Creation, Retopology, Texturing, and Rendering - In-Depth Tutorial Course

Learn from a professional character artist in this in-depth tutorial course on AAA Character Creation, Retopology, Texturing, and Rendering. Follow along as we cover the entire process of creating high-quality game characters, including retopology, UV unwrapping, texture baking, texturing, hair card generation, placement, posing, and rendering in Marmoset Toolbag. 

Please note that modeling the high poly is covered in a separate tutorial course. (this course can be found on our store)

 

3DsMax, Blender, Substance Painter, and Marmoset Toolbag 4

During this course, you'll learn how to create high-quality 3D characters using various industry-standard software packages. Retopology and UV mapping will be carried out in 3DsMax.

However, the techniques used are universal and can be applied to other 3D modeling software as well. Baking will be done in Marmoset Toolbag, and texturing will be done in Substance Painter. We'll create a simple rig for posing with Actorcore Accurig, which we'll adjust in Blender. We'll generate hair cards in Blender and render the final model in Marmoset Toolbag 4, 

ZBrush will also be used for a few short segments, but it's not essential for this course.

By the end of this course, you'll have learned all the techniques necessary to create high-quality characters like those you see in the images and trailers. These techniques are universal and can be applied to almost any character.

90+ HOURS!

This course is packed with over 90+ hours of valuable content. You'll be able to follow along with every step of the process, as we guide you through each stage of creating a high-quality character. Please note that some of the more repetitive tasks will be time-lapsed, but we've also included real-time footage of these sections as an add-on.

We'll start by diving into retopology, ensuring that the topology is animation-ready and the poly count is in line with current AAA standards. We'll then move on to UV mapping, creating efficient and easy-to-work-with UVs. Both retopology and UV mapping will be covered in 3DsMax.

Next, we'll use Marmoset Toolbag to bake all the high-poly meshes to the low-poly versions. After that, we'll auto-generate a rig using Accurig, and then use Blender to pose and adjust the rig to ensure that everything looks perfect.

Once the model is posed, we'll set up the render scene in Marmoset Toolbag and begin texturing in Substance Painter. This will allow us to check how our textures look in real-time as we work. Once the texturing is roughly 80% complete, we'll spend some time setting up shaders in Marmoset to achieve realistic skin, eye, and cloth rendering, before returning to Substance Painter to finish the textures.

Finally, we'll use Blender particle systems to generate hair, which we'll then bake down into textures in Marmoset for use as hair cards. The hair cards will be placed in Blender, and the character will be ready to render for portfolio shots.

By the end of the course, you'll have gained a wealth of knowledge and skills that you can apply to create high-quality characters in any 3D modeling software.

SKILL LEVEL

This game art tutorial is designed for students who have some experience with 3D modeling tools like 3DsMax, Substance Designer/Painter, and Blender. While we will explain everything in detail, if you've never used any modeling or texturing tools before, we recommend that you first watch an introductory tutorial on those programs. You can find many of these tutorials for free on YouTube or paid ones on this very website.

TOOLS USED

  • 3DsMax
  • Substance 3D Painter
  • Marmoset Toolbag 4
  • ActorCore Accurig
  • Blender
  • Zbrush (optional)

YOUR INSTRUCTOR
Otas Tumelis is a professional freelance 3D Character Artist with several years of industry experience.

CHAPTER SORTING
There’s a total of 131 videos split into easy-to-digest chapters.
All the videos will have logical naming and are numbered to make it easy to find exactly the ones you want to follow.
We have also included extra documentation in case you get stuck.

SUBTITLES
Subtitles are offered for this tutorial in English, Spanish, and Chinese.
Please note the subtitles are auto-generated and might not always be 100% accurate.

Character based on the concept of Zachary Liao

HIGHLIGHTS

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YOUR INSTRUCTOR

Instructor Image

Otas Tumelis is a professional freelance 3D Character Artist with several years of industry experience.

REVIEWS

We feel confident that you will love this course! But incase you do not believe us we will let the reviews speak for us

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