3dartist,2am Details
Your Stylized 3D Anime Character
You'll learn the same methods 2AM uses to replicate stylized characters, covering the full pipeline: 3D modeling, texturing, rigging, animation, and Unity implementation, with reference models, exercises, and guidance at every stage.
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Class Perks
Special Gift from 2AM
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Complete Stylized Female Character Model- A finished female character model created by the instructor -
Fully Rigged Example Character- A complete rig based on the example model, adjustable for your own creations -
Example Model References- An isolated reference for each part of the creation process -
Alternate Examle Model File- A second example female character model which may also be used as the target reference -
Basic Unity Scripts & Shaders- Simple scripts and shaders for implementing a character into Unity and giving it basic stylized shading and movement
Class Material Details
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Finished Female Character Model- A complete textured female character in .blend and .fbx format
- Reference the topology, shading, and UV layout at any stage of your build -
Complete Rigged Character File- A fully rigged example character with visual bone controls
- Adapt the rig structure directly to any character you build -
Stage-by-Stage Creation Reference Files- References to follow through that are included in every stage of the creation process -
An Extra Model to Improve Your Skills- Designed for students wanting to explore different models alongside the base model -
Unity Character Essentials- Foundation scripts for character control, along with basic toon-inspired shading
Recommendation
Who should take this class?
Solo creators who want to complete a full 3D character pipeline independently using free tools
Modern 3D anime artists who want to create models similar to current 3D anime game characters
Aspiring artists with minimal art background who want to steadily improve their model's visuals
Expert 3D Artist 2AM's Portfolio
Why Take This Class?
Creating and bringing a 3D character to life is a complex process filled with unknowns. Gaps in knowledge can leave you stuck, and it's even tougher trying to fill in those gaps with fragments of knowledge scattered across the web. The more interconnected the pipeline, the harder it is to know which gap is holding you back.
This course addresses that with a no-gap, end-to-end process spanning Blender fundamentals, character modeling, rigging, animation, and Unity export. A key part of this is artistic benchmarking: a method for continuously evaluating and closing the gap between your model and the stylized look you're targeting. Every stage is designed so your modeling decisions carry through rigging and animation into the game engine.
Get Ready for the Real-World
21 Class Exercises
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Box Modeling -
Sculpting -
Texturing -
Referencing
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Hands -
Feet -
Combination and Adjustment -
Face Base
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Face Features -
Head -
Hair
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Shape Key Adjustment
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Finalizing the Base Model -
Texture Channels and Masking
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Shape Keys
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Rigging
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Animation
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Idle Animation
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Export and Import -
Shader and Materials -
Walk Animation and Movement Implementation
Final Products
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Complete Stylized 3D Anime CharacterA fully modeled and textured anime character built from scratch in Blender -
Fully Rigged, Animation-Ready CharacterA complete rig with bone controls and shape keys, ready to animate -
Game-Ready Character Running in UnityBringing the character to life in Unity with basic control and animation
Class Highlights
Core Modeling Skills:
Build Your Foundation Right
Establish the core Blender skills that underpin every stage of character creation. With a solid foundation, you'll approach any character with confidence, knowing the fundamental tools and workflows are already second nature.
Visual Judgment:
Train Your Eye for Quality
Develop the visual judgment to identify improvement points in your own work as you build. This skill bridges technical execution and artistic quality, pushing your model steadily toward professional-level results.
Holistic Design:
Every Stage Works Together
Model with the full pipeline in mind so your topology supports rigging and proportions hold up in animation. Design, topology, rigging, and animation are treated as one connected process, not as separate steps.

























