3ddesigner,phaethefae Details
Pre-Production: Identifying the Key Pillars of Your Concept
Dig deeper to break down your concept into the key points that represent your character. Use carefully curated references to identify your path forward and isolate your work into its primary forms.
Foundations of Modeling and the Study of Form
Execute upon your evaluation. Lay out key guidelines and forms. Mold them into complex, dynamic shapes before capturing the forms in an optimized mesh for real-time art and VTubing.
Critical Principles of Texturing and Rendering in Look Dev
Develop your style and cultivate the polished aesthetic of your model. Transfer your drawn and painterly information directly to your model in 3D. Explore avenues of rendering that utilize physically based shading and stylized renders through matcaps.
Infusing Rigging with Emotion and Character Through Stylization
Capture the emotion and presence of your character in their rig, AR kit expressions, and dynamic toggles. Allow their hair and organic accessories to feel weight and gravity. Unify immersive practices to create a life-like, living, breathing character.

Pipeline Management and Workflow Structure
Learn to organize and structure your workflow for success. Build, adapt, and modularize your work so that it can be flexible and reusable. Identify key fundamentals at the foundation of your skill set and build up to create a technical project that can house future works and characters.
Publishing Your Character and Puppeteering for Live
Pilot and test your work. Integrate and visualize the result to be at the precipice of live content creation. Polish, review, and constructively develop your style for a unique live identity.
- Section 01
OT
01. Orientation- Meeting your instructor and learning about the overview of this class
- Section 02
Reference Prep
02. Selecting a Character- Exploring which reference sheets and characters are best for 3D art - The challenges of certain outfits and designs - Strong reference points in other works and mediums
03. Prepping Guidelines and Setup Inside Blender- Drawing to separate forms for better alignment in Blender - Formatting references within a texture atlas for use within Blender - Importing references into Blender
- Section 03
Blockout
04. Blocking in Basic Primitives- Using primitives to block out key shapes of the body - The depth and detail necessary for our work to be valuable in ZBrush
05. Blocking Out the Full Body- Creating the remaining basic body and accessory primitives - Basic Blender tools and operators - Exporting meshes into ZBrush
- Section 04
Sculpting
06. Sculpting the Face Using Primitives- The export and import pipeline from Blender to ZBrush - The value of Dynamesh and Booleans in our pipeline - The ZBrush modeling workflow - Sculpting the human face using Dynamesh - Fundamental brushes for sculpting - Using PureRef for render alignment in ZBrush
07. Sculpting the Body Using Primitives- Using techniques shown in the facial sculpting video to construct the body
- Section 05
Face Modeling
08. Retopology of the Face Inside Blender- Introduction to QuadDraw retopology plugin - Breakdown of key edge loops and topology
09. Finalizing Facial Topology- Demonstrating the complete retopology of the head
10. Constructing the Eye and Iris- Introduction to modeling with curves - The value of airtight meshes - Considerations for animation and blendshapes - Basic box modeling and sewing for the tongue, teeth, and mouthbag
11. UV Mapping the Face- Introduction to MioUV plugin for UV mapping the head - The importance of symmetry - Texel density and its importance in quality texturing
12. Refining Facial Anatomy and Details- Completing the modeling of the head and eyes - The process of UV mapping the entire head
- Section 06
Hair Modeling
13. Setting Up Hair Curves in Blender- Modeling hair with curves in Blender - Various settings to modify the curve profile and taper of curves
14. Refining Hair Topology- Modeling in Blender to clean up hair and sew/blend strands together
- Section 07
Body Modeling
15. Retopology of the Body in Blender- Using techniques shown in the facial retopology section to retopo the body
16. Modeling a Piece of Clothing in Blender- Modeling a piece of clothing by using the retopoed body as a baseline
17. Modeling the Rest of the Outfit- Using box modeling techniques to construct the rest of the outfit and accessories - Using the body as a baseline for constructing complex shapes
- Section 08
Texturing
18. Prepping Your Model for Texturing in Substance Painter- Collecting models and revising naming - Importing into Substance Painter and baking with and without a high-res model - Defining default settings necessary for effective alignment with Unity
19. Texture Projection Techniques- The process of projecting textures - Hand painting both in Substance Painter and Clip Studio
20. Tiling Texture Techniques- Using tiling textures for texture repeating patterns on characters
21. Texturing the Rest of the Character- Texturing the rest of the character using various painting techniques
22. Exporting Your Textures- Exporting textures from Painter for use in Unity and Warudo - Cleaning up your Substance Painter hierarchy - Setting up a custom export profile to consistently export your work
- Section 09
Rigging
23. Basics of Humanoid Rigging- Standard bone chains for humanoid rigging in Blender - Standard naming conventions for Unity humanoid skinned renderers
24. Creating Bones and Constructing the Body Rig- Creating the remaining bones for the body, outfit, and hair - Corrective constraints for arms and wrists
25. Introduction to Weight Painting- Useful weight painting plugins - Standard methods for weight painting the legs of your model
26. Weight Painting Your Model- Various techniques for weight painting - Using the Expanded Context view plugin
27. Creating Face Blendshapes for ARKit- Blendshapes for the ARKit - Blender-side facial tracking using iFacial Mocap - Reference document of blendshapes
28. Creating the Rest of the Blendshapes- Creating the remaining blendshapes required for ARKit
- Section 10
Unity and Warudo Setup
29. Importing Your Model into Unity- How to format your Unity project and import necessary plugins - Importing models and textures into Unity - Configuring the humanoid rig of the model and adjusting skeletal mesh settings
30. Introduction to Poiyomi- Overview of Poiyomi shaders - Implementing textures into Poiyomi materials - Applying Poiyomi shaders to character prefabs
31. Creating Basic Physics for Your Model- Hair physics with Magica Cloth - Using physics colliders - Transferring physics between prefabs using Pumpkin Tools
32. Warudo Setup and Formatting- Creating your first Warudo mod - The export/import pipeline into Warudo - Formatting Warudo for first-time use - Basic toggles for hiding parts of the character
- Section 11
Perks
33. Bonus Content- Transferring textured source mesh information to an untextured destination mesh - Process for drawing nails - Showcasing corrective blendshape techniques and Twist Bone Constraints - Humanoid posing and illustration formatting - Showcase demos: Turntable, 3D reference sheet, posed illustration
- Section 12
Outro
34. Final Words- Key takeaways and how to continue growth and training - Specializing vs. Generalism - The growing VTubing industry and its relationship with 3D - The value of drawing and painting for 3D artists
This course will use Blender 4.5, Zbrush, Substance Painter, Unity 2021.3.18f1, and Warudo.
Please purchase and install these program(s) for an optimized chapter experience.
*These programs and/or materials will not be provided with the chapter.






























