Students learn to build intricate details, anatomy, and forms, focusing on sculpting for AAA-quality characters.
The course starts by establishing the core structure. You will learn to use base meshes, primitives, and dynamesh to quickly establish proportions and anatomical landmarks (facial proportions, eyes, nose, mouth).
: Students are taught how to build basic and advanced materials within Unreal Engine 4 . This includes setting up skin shaders, fabric shaders, and hair materials.
The high-poly sculpt is "traced" with a new, low-poly mesh. This ensures the geometry is light enough for real-time rendering and has the correct edge flow (topology) for clean animation.
Focuses on the high-poly creation, anatomy, and blocking in ZBrush .
The second course, Complete Game Character Workflow 02, builds upon the skills learned in Course 01, diving deeper into advanced techniques and implementation. Students learn:
Start by gathering front, side, and ¾ views. Focus on skeletal landmarks (clavicles, pelvis, knees) even for stylized characters.