The Curriculum
Ten modules. Sixty six lessons.
End to end.
The full AAA character pipeline from tools to portfolio publication. Broken down into focused lessons you can revisit any time.
Click any module to see its lessons. Click a lesson for details.
Tools & Techniques
The tools I use and how I use them. Start here.
-
The tools I use for every character. When to reach for each one.
-
Clean topology from scratch. The polygon flow that keeps your mesh workable.
-
ZBrush's polygon toolkit. How I build hard-surface parts without leaving the sculpt.
-
Working without breaking your work. Fixing form without redoing hours.
-
Organizing your mesh so you can isolate any part you need to edit.
-
The starting meshes I reuse across every project. Torso, arms, legs, hands, head.
-
Reposing whole characters. Adjusting scale and shape without losing detail.
Planning Your Project
Set your project up so it can actually finish.
-
The mindset shift between finishing a portfolio piece and abandoning a WIP.
-
Mapping out the whole project before you sculpt a single polygon.
-
How to pick concept art that will finish well. The tells for a bad choice.
-
The folder structure I use for every character. Where every file lives.
-
Building a reference library that answers questions instead of adding them.
-
Rough shapes only. The stage that decides whether the character works.
High Poly Modeling
The detailed sculpt. Materials, wear, and story.
-
What high poly actually means and what it needs to accomplish.
-
Sculpting believable metal. Wear, dents, edge damage, and how light reads on it.
-
Wood grain and weathering. The difference between old wood and new.
-
Ivory and bone. Small hard-surface details that sell the character's history.
-
Fabric-like drape with a stiffer weight. Cracks, stitching, and folds.
-
Fabric that flows. Wrinkle patterns and where cloth sits on the body.
-
ZBrush's nanomesh for repeating detail. Chains, scales, and stitching at scale.
The Head
The face is its own discipline. This is the deepest module in the class.
-
Why the head is a separate module. What makes or breaks a face.
-
The topology I use for every head. Loop flow that supports expression later.
-
The specific references I gather before touching the head.
-
The measurements that make a face feel real.
-
Eyes, nose, mouth, ears. What each one needs individually.
-
Rough forms first. Getting the mass right before detailing.
-
Pores, wrinkles, and the level of detail that reads without going too far.
-
The final pass. When to stop.
-
A start-to-finish head sculpt at speed. Every decision visible.
The Real-Time Model
Turn the sculpt into a game-ready mesh.
-
The mindset shift from sculpt to game-ready.
-
Keeping high poly and low poly organized as they diverge.
-
Three approaches to retopo. Which one to pick based on the piece.
-
Maya's Quad Draw workflow. My preferred retopo method for organic parts.
-
What UVs actually are and why they matter for textures.
-
Laying out UVs for the whole character. Where to prioritize resolution.
Texturing
Bake the detail. Add the color, the story, the life.
-
The bridge from high-poly detail to game-ready textures.
-
The bake settings I use. Common baking problems and how to avoid them.
-
Head-specific baking. The trickiest part to get clean.
-
Real-time fix for ambient occlusion errors that always show up.
-
Roughing in colors and materials before detail.
-
Substance Painter workflow, top to bottom.
-
Skin, blood flow, and secondary color. What makes a face feel alive.
Unreal Engine
Everything comes together in Unreal Engine.
-
Bringing everything together in Unreal Engine.
-
Project setup and structure for a character render.
-
Texture export settings and channel packing.
-
How Unreal materials work. The nodes you actually need.
-
Building character-specific materials from scratch.
-
Real-time eye rendering. Refraction, wetness, and life.
-
Lash cards and lash materials. Small piece, big impact.
-
Modular tiling geometry for chains and repeating parts.
-
How I handle updates in Unreal without breaking the scene.
Hair For Games
Believable hair for real-time. The full pipeline.
-
The whole game-hair pipeline at a glance.
-
Baking hair textures in Arnold for card-based hair.
-
Unreal's hair shader. What each parameter controls.
-
Building game hair from scratch, start to finish.
-
The full unedited process. Every step, no cuts.
Polish & Presentation
The final stage where portfolio pieces come alive.
-
The final stage where portfolio pieces come alive.
-
Look dev for a character. Materials, lighting, tone.
-
Unreal's Sequencer for animated turntables and shots.
-
Rendering settings for final hero shots.
-
Path tracing and cinematic-quality output.
-
Character posing. What poses read best in portfolio.
Publishing
Getting the finished work in front of the right eyes.
-
Getting your work out there. The channels that matter and the ones that do not.
-
Recording and exporting a turntable that shows the work well.
-
How to compose your portfolio piece. What to include, what to cut.
-
The specifics of an ArtStation post. What ranks and what does not.