
01
VISION - BLOCKOUT
3h 20m
15 Part
1_How To Find Good Concept
2_Concept Analysis
3_Bonus_Metahuman
4_Create Our Metahuman
5_Bonus Content_Marvelous Designer
6_Blocking Cape Patterns
7_Blocking Pants Patterns
8_Blocking Vest Patterns
9_Blocking Final Patterns
10_Refining Under Clothes
11_Refining Cape - Final Touch
12_Meshes Cleanup
13_Cleanup-Under Clothes
14_Final Touch
02
POLISH - HIGHPOLY
9h 45m
18 Part
15_Boots Highpoly
16_Pants Highpoly
17_Shirt Highpoly
18_Belts Highpoly
19_Cape Highpoly
20_Final Stuff Highpoly
21_Blade Low Modeling
22_Blade High Modeling
23_Blade Armor Sculpting
24_Blade Cover Detailing
25_Shoulder Pad Detailing
26_Bags Detailing
27_Under Clothes Detailing
28_Blade Detailing
29_Forarm Detailing
30_Cape Detailing
31_Final Touch
03
GAME TOPOLOGY
13h
9 Part
36_Shirt Retopology
37_Cape Retopology
38_Assets Retopology
39_Assets Retopology 2
04
UV MAPPING
TEXTURING
6h 50m
11 Part
40_What`s Good UV
41_UV Mapping
42_Decimation
43_Baking
44_Define Materials
49_Unreal Engine Shading
48_Adding Chain Alpha
47_Deep Texture 2
46_Deep Texture 1
45_Create Materials
05
LOOKDEV - PRESENTATION
7h 30m
25 Part
50_Creating environment
51_Sky Material
52_Adding Props
53_Lighting First ENV
54_ENV2
55_Modeling Knif
56_Topology Texture Knif
57_Studio Lighting
58_Refine Textures
59_Refine Face
60_Creating Pose1
61_Sen1 Render
62_Sen1 Composition
63_Sen2 Render
64_Sen2 Composition
65_Creating Pose2
66_Sen3 Render
67_Cinematic Camera Sin1
68_Adding particle Sin1
69_Render_Comp_Sin1
70_Cinematic Camera Sin2
71_clothes Simulation
72_Render_Comp_Sin2
73_Render_Comp_Sin3
06
ANIMATION - LEGACY
4h 40m
14 Part
74_Character Rigging
75_Making New Pose
76_Jade Texture
77_Camera Animation
78_Improve Lighting Texture
79_Fog Particle
80_Sen2 Render
81_Building The Tower
82_Jump Animation
83_Camera Animation
84_Buidilng City
85_Final Render
86_Last Word - LEGACY LEVEL
The gap between average and professional artists is better decision-making. Every level has its price.
This was built for artists who refuse to stay average

01
BLOCKING THE IDEA
3h
8 Part
5_Cgi Topology Workflow
6_All Garments Topology
7_Final Assets Blocking
02
DETAILING - HIGH POLY
7h 30m
16 Part
8_Detailing The Jacket
9_Detailing The Mask
10_Detailing The Vest
11_Detailing The Pants
12_Detailing The Hands
13_Detailing The Ammo Bag
14_Detailing The Medic Bag
15_Detailing The Magazine
16_Detailing The Radio
17_Detailing The Exo Arm
18_Detailing The Exo Leg
19_Detailing The Exo Back
20_Rig Test
21_Final Details Part 1
22_Final Details Part 2
03
TOPOLOGY - TEXTURE
5h 10m
8 Part
23_Topology
24_Uv Mapping
25_Baking
26_Texturing Phase 1
27_Texturing Phase 2
28_Texturing Phase 3
29_Texturing Final Phase
04
UNREAL SHADING - RENDER
3h
12 Part
30_Unreal Engine Shading
31_Improve Textures
32_Character Pose
33_Render The Basic Level
34_Render The Cinematic Level
35_Render The Studio Level
36_Camera Animation
37_Color Grading Static Shots
38_Color Grading Cinematic Shots
39_Keep It Up
40_Cinematic Result
I used to be just like you—frustrated by the lack of knowledge and skills.There was no complete roadmap to follow.But that's changed.You don't have to spend years struggling to find all this information like I did.

1_Block The Body
2_Refine-Detailing the Head
3_Refine-Detailing - Neck - Lower Jaw
4_Refine - Body - Arms
5_Detailing - Shoulder
6_Detailing - Arm
7_Detailing - Chest - Abs
8_Detailing - Side Ribs
9_Final pass Detailing - Head
10_Final Pass Detailing - chest - arm
11_Final Pass Detailing - abs
12_Final Pose
13_Dividing materials
14_Render in Keyshot
15_Final Composition
01
BEGINNER LEVEL
50m
9 Part
FREE CHAPTER
02
INTERMEDIATE LEVEL
20m
6 Part
03
ADVANCED LEVEL
2h 50m
18 Part
0_Analysis The Concept
1 _Blocking The Patterns
2 _Detailing The Patterns
3_Doubling The Layers
4_Pose And Export To Zbrush
5 _Clean Mesh And Thikness
6 _Detailing The Jacket
7 _Adding Final Details
8_Sculpting The Mask
9_Final Details And Head Pose
10_Topology-Uv Mapping
11_Decimation Highpoly
12_Baking
13_Texturing The Mask
14_Texturing The Clothes
15_Marmoset Toolbag Shading
16_Final Render - Composition
17_See You At The Top
In the end, everyone ends up where their choices lead them.
We all have a choice. We decide what we invest in—our time, our money, and our future.

01
BLOCKING TO HIGH POLY
40m
7 Part
1_Create Metahuman - Export To Maya
2_Sculpt Rough Idea
3_Create Clean Meshs
4_Clean Mesh For Body
5_Detailing The Helmets
6_Detailing The Clothes
7_Detailing The Body Armor
02
BAKING - TEXTURING
30m
7 Part
8_Create Low Mesh
9_Create Uv
10_Material Classification
11_Exporting The Highpoly Mesh
12_Baking In Marmoset
13_Importing Maps In Substance Painter
14_First Pass Texturing
03
ANIMATE - RENDER
2h
14 Part
15_Rig The Character
16_Export Textures And Meshes To Unreal
17_Create Master Material
18_Create Instances Materials
19_Create Base Lights
20_Pose And Sending Back To Unreal
21_Texturing Second Pass
22_Final Lighing And Render Settings
23_Final Render And Compositing
24_Create Idle Body Animation
25_Create Fire Particles
26_Send Maya Animation To Unreal
27_Camera Animation
28_Final Lighing And Render
GAME READY CHARACTER COURSE
Focusing specifically on HAIR and SKIN
This section of the course is currently being developed by Hooman Raad and will be released in the next course update.
Hooman has over 15 years of experience in the character art industry and is recognized as one of the top character artists in his field.
Based on the quality of his portfolio and extensive expertise, hair and skin creation is one of his strongest specialties, making him the ideal instructor for this part of the course.


The price of the complete package will increase after the second update is released.
Enroll today to take advantage of an exclusive discounted price available only before the next update.
ENROLL NOW




















