[Dictionary]3dartist,somuch3d Details
your characters from 2D to 3D!
Class Preview
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2. Maya retopology tools used to create new low poly mesh and UVs
3. Quad Draw
Class Perks
Special Gift from SoMuch3D
Starter Base Mesh
- This is the mesh we will start from in Zbrush. It has clean geometry and a good starting point
Retopologized Mesh with UVs
- This mesh will be what we use zwrap to wrap around our character once we have the proportions and final shape of our characters anatomy
- Once wrapped, we will project any details and subdivisions to our new mesh with UVs
Links to Brush Set
- Places our students can find brushes, IMM brushes and hair curve brushes we will need for our project
Reference File
- A pureref file that will contain reference material I have created to give us a solid understanding of our target and guidelines.
Recommendation
Who Should Take This Class?
Intermediate Level 3D Artist
Character artists who are junior to mid level looking to refine their process and learn the best methods for adapting a 2D character concept to 3D. If you understand the process and the pipeline but you're looking to get to the next level of proficiency, join me!
In Need of a Strong Portfolio Piece?
Want to level up your portfolio? I will help you create a strong portfolio piece while giving you the knowledge and tips to making a piece stand out from the crowd. Learn the best methods of presenting your work and avoiding the errors or common mistakes that can weaken or misrepresent your work.
Want to Get More Familiar with the Best Tools?
Familiarize Yourself with Industry-Leading Applications: In this course, you'll gain hands-on experience with the most widely used 3D character creation applications. These are the essential tools that every aspiring character artist needs to know.
Expert 3D Artist SoMuch3D's Portfolio
* This Portfolio includes fanart.
Elevate Your Characters: 2D to 3D Modeling with Professional Sculpting
This course will guide you through the full process of creating a 2D character and delicately translating it into 3D, without losing any of the original design’s charm.
This course will be a turning point for those ready to step outside their comfort zone and push their creative boundaries. In today’s ever-evolving creative landscape, it’s the bold and well-equipped designers who truly stand out.
Get Ready for the Real-World
16 Class Exercises
6 High Poly Model Exercises
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Zbrush UI -
Zbrush Brushes -
Anatomy Proportions -
Tertiary Details -
Clothes Blockout -
Zmodeler
3 Low Poly Model Exercises
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Zwrap -
Retopology -
Baking
4 Posing and Hair Exercises
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Transpose Master -
Posing Cloth -
Hair Block in -
Hair Sculpt
3 Xgen, UE and Shader Exercises
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Xgen -
Intro to Unreal -
Shader Creation
Final Products
Real-Time 3D model of Erak Note's Blue Sword-Dancer
Class Highlights
Sculpting Hair takes time and planning
How do you sculpt the hair to emulate natural hair flow and anatomy? Plan your approach for better results. Using a blockout mesh for the initial phase, then drawing curves for IMM hair brushes is the key to achieving this look. Followed by remeshing and adding manual details. Knowing where to start, end and restart lines that terminate and replicate individual hair and clumping is key.
Armor and Hard-Surface Modeling
Hard surface modeling is one of those skill sets that is intimidating in Zbrush. How do you create perfectly crisp edges with organic flow without feeling muddy or inconsistent? How do you abide by the fundamentals of maintaining clean geometry while targeting high res-details? Planning, studying our reference and using Zmodeler will help us set up a strong foundation for creating the armor, weapons and ornamenting of our concept.
Real-time cinematic results
Setting up our scene in Unreal, and adding the key lights to the scene with our newly created shaders, brings our 3D creation to life. Using the power of Unreal Engine and real-time raytracing, the results speak for themselves.
Roadmap
The Complete Encyclopedia on Turning a 2D Complex Concept into a Semi-Realistic 3D Figurine
3D Artist
SoMuch3D
Hello my friends. I'm SoMuch3D, a 20 year verteran of digital art. Though, I have worked across multiple platforms and disciplines, character creation is my passion and what I have always excelled at.
Over the last 20 years, I have had the privilage working and collaborating with some of the most talented artist / developers on some of the most popular franchises in popculture media and gaming, I started off as primarily an animator but I always enjoyed the entire creative process of creating a character from concept to final keyframe and presentation. For me, visual story telling through a character is one of the most compelling and powerful elements in art. You can convey a life's story in a single expression. Along the way, I picked up several skills, techniques and methods of creating characters with just about every application and tool the industry has to offer.
Defining and refining my process and pipeline. It has been a journey. Through this journey, I have acquired and devoloped my skillsets as an artist and I'd like to share that with you. For what is art and experience without sharing? That said, I am looking forward to not only sharing my process, but collaborating with you during this course. This course is designed to give you a solid starting point to jump right into creating a character. Plus, I will throw in some assets to help with the process. Now, let's take an epic concept and give it the 3D treatment it deserves.

3D Artist, SoMuch3D
[Current]
Lead Character Artist as Loric Studios
[Previous]
Senior Character Artist at Final Strike Games
Creative Director / Lead 3D Artist at FuelFX
Digital Media / Animation Lead at Baker Hughes
Environment Artist at TimeGate Studios
Character Aritst / Animator at Pi Studios
Projects & Awards
Shipped Titles:
- Call of Duty: Black Ops
- Bomberman (xbox live)
- Bonk: Brink of Extinction
- Rockband Beatles
- Rockband 2
- Wolfenstein 2008
- Aliens: Colonial Marines
- Wheel of Time (Season1)
- Lost Souls(Steam)
Class Details
You'll Learn
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Understanding and dissecting our concept / Stylized Character AnatomyObserving, identifying and planning our project is the key to success. We will not expend a single minute of executing this project without having an idea or method of execution. Understanding that despite our stylized concept, we are still abiding by the fundamentals of human anatomy. We may take liberties for the sake of adapting a 2D concept to 3D, but we will stay true to its essence and the initial design. -
Creating the High Resolution ModelWe'll be modeling and sculpting our entire character, from organic to hard surface modeling. Using Zmodeler to tap into the full usage of Zbrush to create the majority of the high res model. Practicing the fundamentals of abiding by clean geometry for best results and creating the high resolution hair sculpt. -
Creating the Low Resolution ModelThis is where we utilize our disciplined skills of creating ideal edge flow geometry conducive for animation or posting. Zwraping our low res model with perfect topology and UVs to our model. We'll also be creating the low poly model for the rest of the model using quad draw in Maya. Followed by UV mapping the character.
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Posing, Xgen Work and Garment CreationWith our new low resolution model we will pose our character. Using the posed geometry, we will introduce Xgen to the project to create the fur. Lastly, we will create the lower half of the cape / garment that is dynamically flowing. -
Creating the Textures for Our CharacterAfter baking our textures to our low res geometry, it's time for Substance Painter. It is here that we will take all of the information we have from our concept and capture the colors and textures of the materials we can perceive from the concept. -
Presenting Our Character in Unreal EngineFinally, we will take all our models and textures into Unreal. Here, we will create all the shaders, set up our scene, lighting and present our work in real-time with raytracing.
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Interview with
3D Artist, SoMuch3D
Required Programs
This course will use PureRef, Zbrush.2022, Zwrap.2022, Maya.2022, Marmoset 5, Substance Painter.9.1, Unreal 5.5
Please purchase and install these program(s) for an optimized chapter experience.
*These programs and/or materials will not be provided with the chapter.



















