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Advanced Stylized PBR Characters for Games

Principal Character ArtistWeston Reid
  • Now Available


Class Details

  • Now Available
  • Advanced
  • Total 28 videos
  • English
  • English [Auto], Traditional Chinese [Auto], Thai [Auto]
  • Class materials included



principalcharacterartist,westonreid2 Details

Instructor
Weston Reid
Principal Character Artist

Weston Reid is a Principal and Lead Character Artist with 20 years of professional experience. Over the years he has also taught aspiring artists and professionals alike for CGMA and in private mentorships. Weston has led character art for several studios including Blizzard Entertainment, Hi-Rez Studios, Moonshot Games, and Lost Lake Games.

In this course, Weston shares his workflow and process for creating stylized, production-ready characters within a real-time pipeline—covering everything from ZBrush sculpting and modeling, to clean topology, UV creation and baking, and developing stylized PBR textures using Substance Painter. The course also extends into rigging, skinning, and animation to ensure each asset is fully functional and ready for use in a game environment. The tools, workflows, and thought process demonstrated throughout are shaped by professional experience and real production standards.

Weston Reid

Weston Reid

Principal Character Artist
instagram
Profile

[Current] - Principal Character Artist at Lost Lake Games [Previous] - Lead Character Artist at Moonshot Games - Lead Character Artist at Blizzard Entertainment [Notable Projects] Projects: - Smite - Paladins - Wildgate - Killing Floor 2 - Red Orchestra 2: Heroes of Stalingrad - Unreleased title – Blizzard Entertainment - Unreleased title – Carbine Studios - Unannounced project – Lost Lake Games Press: - 3D World Magazine – Tutorial, Issue 312 - 3D World Magazine – Feature, Issue 300

Interview
Meet the Instructor
Question 01

What led you to choose this topic or theme?

I’ve always been drawn to bubbly, fun stylized shapes, and this concept from Tooth Wu really stood out to me. The design feels very readable and full of personality, while also offering enough complexity to challenge both myself and the students. It allows us to explore the entire process, from modeling and texturing all the way through to rigging, while maintaining a strong visual direction.

Question 02

What kind of industry developments to do you foresee, and how does this class prepare students for that future?

AI is a major topic right now, and more studios are beginning to explore how it fits into their workflows. Some are using it as a tool, while others see it as a way to reduce headcount. For artists entering or advancing in the industry, it’s becoming increasingly important to develop strong interpretation and problem-solving skills.

This course focuses on translating a concept into 3D, not just making it look accurate, but also understanding the technical requirements behind a production-ready model. Students will gain insight into my decision-making process, including when and why to deviate from a concept. These are skills that go beyond tools and highlight areas where human judgment and experience still play a critical role.

Question 03

What are some essential skills or "must-have" tools in this industry, and why?

At a fundamental level, every character artist needs a strong foundation, including anatomy knowledge, experience working with different material types such as metal, leather, and hair, and a solid understanding of topology and UVs.

Equally important are the less-discussed soft skills. Being able to receive and respond to feedback, developing a critical eye for your own work, and having the willingness to step outside your comfort zone are all essential. Professional habits also matter, such as keeping files clean, naming assets properly, and presenting work clearly. These are the kinds of skills that make a meaningful difference in a production environment.

Class Details
You'll Learn

From 2D to 3D: Analyzing Character Concepts

Students will learn how to better evaluate and analyze a concept, identifying both macro shapes and finer details. They will train their eye to observe key elements and critically assess how a 2D concept translates into a 3D model.

<p><strong>Modeling a Character for Animation and Rigging</strong></p>

Modeling a Character for Animation and Rigging

Beginning with the initial blockout, students will learn what makes an ideal T-pose (bind pose) for a character intended for a full production workflow. They will understand how modeling decisions impact rigging, ensuring joint placement and rotations are set correctly early on to avoid issues later in the process.

<p><strong>Clean High-Poly Modeling and Sculpting</strong></p>

Clean High-Poly Modeling and Sculpting

Using base primitives, along with Dynamic Subdivision and ZModeler, students will build a clean model that accurately matches the concept. From there, they will use DynaMesh and more traditional sculpting tools to refine organic forms and add detail, achieving a high-quality representation of the original design.

<p><strong>Efficient Retopology for Rigging and Skin Weighting</strong></p>

Efficient Retopology for Rigging and Skin Weighting

Proper topology for deformation is essential. Students will learn where to place edge loops and how to consolidate geometry in areas without visual or technical impact. The course covers when and why to merge elements, along with more complex considerations such as handling overlapping forms to ensure successful rigging and skin weighting.

Stylized PBR Texturing and Material Development

Creating stylized textures and materials in a PBR environment requires understanding the foundational rules of PBR and how to bend them while maintaining consistency across different lighting conditions. Students will explore color theory, hand-painting techniques, and the key differences and limitations between PBR and non-PBR workflows.

<p><strong>Rigging and Animation Basics for Character Presentation</strong></p>

Rigging and Animation Basics for Character Presentation

While not a dedicated rigging and animation course, students will build a functional rig using mGear for Maya and learn how to customize controls to suit their character. They will then skin weight the model and create a simple idle animation, bringing their character to life for presentation.

Curriculum
In-Depth Look
**Class release dates and content are subject to change without prior notice.
  • Section 01
    OT
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    • 01. Orientation - Instructor introduction - Course overview and learning objectives - Concept analysis and planning for ZBrush blockout

  • Section 02
    Model Blockout
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    • 02. Blockout 01- Establish primary mesh blockout - Set bind pose and begin Dynamesh - Head sculpting and likeness development

    • 03. Blockout 02- Body refinement and initial clothing blockout - Additional clothing elements blockout

    • 04. Blockout 03- Final clothing elements and gloves blockout - Clothing refinement and pet blockout

  • Section 03
    Model Polish
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    • 05.Model Polish 01- Clothing sculpt refinement pass - Jacket detailing and tertiary sculpting

    • 06.Model Polish 02- Pet, hair, and remaining elements refinement - Character posing for Marmoset testing

  • Section 04
    Retopology
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    • 07. Topology Basics- Breakdown on good vs. bad examples of topology - Edge flow principles and deformation strategy

    • 08. Retopology 01- Character export from ZBrush - Initial retopology in Modo - Head and facial topology

    • 09. Retopology 02- Hair and brain retopology - Hands, dog, and tertiary elements retropology

  • Section 05
    UV Unwrap and Bake
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    • 10. UV Unwrap 01- Texture set breakdown and material grouping strategy - Initial UV unwrapping of the model

    • 11. UV Unwrap 02- UV refinement and packing optimization

    • 12. Marmoset Bake Intro- Introduction to Marmoset baking workflow - Character texture baking in Marmoset Toolbag

  • Section 06
    Texturing
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    • 13. Substance Painter Overview- Interface walkthrough and workflow introduction - Project setup and texture set configuration - Export preparation

    • 14. Texturing 01- Material folder creation - First character texture pass - Initial roughness and specular development

    • 15. Marmoset Scene Setup- Scene, camera, and lighting setup for texture evaluation

    • 16. Texturing 02- Roughness, specular, and SSS refinement - Clothing detail texturing pass

    • 17. Texturing 03- Hand-painted detailing - Metalness and albedo refinement

    • 18. Texturing 04- Eye and dog texturing - Texturing and material polish

    • 19. Texturing 05- Hair flow map creation

  • Section 07
    Rigging and Animation
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    • 20. Rigging 01- Initial Maya scene setup - Base skeleton placement

    • 21. Rigging 02- Bone refinement and initial control rig creation

    • 22. Rigging 03- Advanced bone setup and control development - Rig troubleshooting and refinement

    • 23. Skinning- Head and eye skin-weighting - Body and clothing skin-weighting

    • 24. Animation 01- Initial keyframe posing for idle animation - Idle refinement and pet animation

    • 25. Animation 02- Animation polish and export to Marmoset Toolbag

  • Section 08
    Render and Presentation
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    • 26. Rendering 01- Scene preparation for final animation render

    • 27. Rendering 02- Lighting refinement and material adjustments

    • 28. Rendering 03- Camera adjustments and final output renders

Required Tools

This course will use ZBrush, a general 3D software (e.g. Maya, Blender), Marmoset Toolbag, Substance Painter, and mGear.

Please purchase and install these program(s) for an optimized chapter experience.

*These programs and/or materials will not be provided with the chapter.

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