Introduction to Character Modelling 1002

This course will introduce you to character modelling techniques to create a production-ready asset.

Course Schedule
Tutor
Jan Jinda
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Learn how to model production-ready assets for CG Animation

In this course, we will take you through the process of creating a character model suitable for CG Animation and VFX. We’ll go from breaking down the initial asset brief, creating a moodboard and gathering reference, to blocking out the asset, creating production-ready topology and UVs, and then finalising the model for the next stage of the pipeline and rendering.

Please note, this course is an on-demand course and official one-to-one supervision is not included as part of this course. We do have a Discord for students to discuss topics amongst themselves and where possible, the CAVE team will support.

Course Details

  • Type: On demand
  • Level: Beginner
  • Lessons: 8
  • Format: Pre-recorded videos
  • Live Classes: None
  • Assignments: Per lesson
  • Tools: Maya, ZBrush, Arnold
  • Prerequisites: Basic Knowledge of Maya and ZBrush
  • Course Access Time: Lifetime

Understand how to block out a character sculpt and create animation friendly topology and UVs

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Lessons in this course

  • 01. Reference moodboards and project organisation

    In this lesson, we’ll break down the asset brief, create a moodboard, gather reference, and then set up our modelling environment.
  • 02. Blocking out the asset and modelling techniques

    This lesson will demonstrate how to go about blocking out the asset. We’ll jump between Maya and ZBrush to block out the primary forms.
  • 03. Modelling clean topology

    With the asset blocked out, we’ll move on to looking at the topology tools required to create a model suitable for rigging and deformation.
  • 04. Finalising the topology

    Using the tools and techniques used in the previous lesson, we’ll continue to refine and finalise our topology.
  • 05. UV tools and the character UVs

    This lesson will cover how to go about creating production-ready UVs. We’ll cover the basics of UVs, UDIMs and resolution, cutting, sewing, unfolding, scale, and setting a practical shell layout.
  • 06. UVing the costume

    With the character UVed, we’ll move on to UVing the costume.
  • 07. Sculpting additional forms and details

    We’ll now look at how to go about adding additional details using Zbrush to bring the character to life.
  • 08. Finalising and presenting the model

    Our final lesson will run through the steps to finalise the asset and ensure it is ready for texturing and look development. We’ll also go through the process of creating model turntable renders for review.

Tutor: Jan Jinda

Asset Generalist

Jan is a 3D Asset Generalist with more than 10 years’ experience in the VFX and the advertisement industry. After high school he jumped right into the industry and worked on several game projects, and in 2007 he started to work at UPP Prague on numerous big budget VFX projects. After creating 3D for several films alongside the most talented artists in the Czech Republic, it was time to move on. During a short stint as a freelance artist for TV commercials and films, he joined former UPP colleagues and formed RUR Postproduction. In RUR he had the opportunity to work on big commercials as well as short and feature films, taking on the role of VFX Supervisor. After 4 years at RUR came a next major breaking point: Jan moved to London to fulfil his dream to work on the biggest VFX blockbusters. He joined DNEG London, which is one of the biggest VFX companies in the world, and he started to finally shape his career solely as an asset artist. He worked as a Lead Asset Artist at DNEG on projects such as Avengers: Endgame, Pacific Rim: Uprising, Venom and many others. Right now Jan is back in Prague and he is developing his freelance career again.

Course Fee: £120

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