COMPLETE 3D CHARACTER WORKFLOW
Workflows for creating a 3D characters from start to finish.
🦝 COMPLETE 3D CHARACTER WORKFLOW
Workflows for creating a 3D characters from start to finish.
3D Workflow Resources
Table of Contents
- 👨🎓 STANDALONE COURSES
- 📺 YOUTUBE COURSES
- 📺 YOUTUBE
- 💻 BLOG POSTS
👨🎓 STANDALONE COURSES
PAID ($99)
The Making of Hellboy : Modeling & Posing
Evolving Studio
The Making of Hellboy : Modeling & Posing
The Making of Hellboy : Modeling & PosingThere are 3 parts of this series tutorials, which are: 1. Modeling, 2. Posing(include modeling process of needed parts that supports the posing) 3. Texturing&Rendering. This one includes the introduction of 1st and 2nd parts. In the 1st part, I will show you the modeling process of every part that achieve this Hellboy character. • 40 Hours HD Resolution Video Tutorials (2560 * 1440) • English Commentary In the 2nd part, I will show you the process to achieve this dynamic posing of Hellboy and all the needed parts to compose this scene. • 10 Hours HD Resolution Video Tutorials (2560 * 1440) • English Commentary Software using in this tutorial: • Zbrush • Modo • Blender • Marvelous Designer • Rizom UV Subscribe to Keep up with the Newest: https://www.youtube.com/c/EvolvingCG
PAID ($110)
AAA Game Character Creation | Step by Step Guide | Full Course
Hafez Yadollahi
ArtStation - AAA Game Character Creation | Step by Step Guide | Full Course | Tutorials
Tutorials - AAA Game Character Creation | Step by Step Guide | Full Course, USD $110.00. Welcome to AAA Game Character Creation Full CourseWhy should you take this course?The gaming and animation industry is now much...
FREE
2D and 3D Character Design in Photoshop and Blender - Concept to Final Render
The Gnomon Workshop, Francesco Guarini
2D and 3D Character Design in Photoshop and Blender - Concept to Final Render
Learn how to develop a character concept from a rough sketch to a final render, using Blender for the 3D modeling and rendering and Photoshop for the final post-production work. This 3.5-hour workshop by art director and visual development artist Francesco Guarini is ideal for intermediate artists, though beginners can easily follow along and enjoy some Blender basics.The workflow demonstrated in this character-focused workshop covers the basic principles of character design in Photoshop and how to translate a design in 3D using Blender. Francesco discusses the importance of considering functionality during the design process and always being mindful of how your design will affect the modeling, rigging, and animation departments.This comprehensive tutorial is recommended for artists looking to incorporate Blender modeling into their character design workflow, though the techniques taught can be applied to any design workflow. Project files supplied with this workshop include Francesco’s design, model, and render files for subscribers to learn from.This workshop is designed for intermediate artists in character design, visual development, or 3D modeling who want to expand their skill set by integrating Blender into their creative workflow. It's also highly valuable for art directors and concept artists eager to understand the technical aspects of translating 2D designs into 3D models.Beginners interested in character development can follow along and build a strong foundation in both Blender basics and industry-standard design principles. Francesco’s comprehensive approach makes the workshop accessible to anyone looking to see how thoughtful design decisions impact downstream production departments such as modeling, rigging, and animation.By the end of this workshop, artists will have developed a character design workflow that seamlessly integrates 2D concept art with 3D modeling and rendering techniques.Project Files: FGU02_ProjectFiles.zip (11.74 MB)When artists download the project files, they will get access to Francesco Guarini's breakdown of character design sketches and full 3D renders of the character for reference. Inside the download, they’ll find: 3D renders (.jpg) – Renders of the character design in color and in black and white Character sketches (.jpg) - Rough sketches of the character design used to create the 3D model
FREE
Character Production
Dekogon Studios, Daniel S. Rodrigues
Character Production
Follow along with Senior 3D Character Artist Daniel S. Rodrigues as he demonstrates a real-world character art production scenario for games. Throughout the five videos in this series, you'll learn key skills like blockouts, high poly workflows, game resolutions, baking and texturing techniques, and more. By the end of the series, you'll be ready to finish, pose, and render your game-ready character.This Dekology learning series was created and produced by Dekogon Studios exclusively for ArtStation Learning.
- Part 1 - Research and Blockout
- Part 2 - High Poly Workflow
- Part 3 - Game Res and UVs
- Part 4 - Baking and Texturing
- Part 5 - Finaling, Posing, and Rendering
FREE
Character Accessories Production
Dekogon Studios, Daniel S. Rodrigues
Character Accessories Production
Follow along as instructor Patrick Yeung demonstrates how you can create unique characters with detailed accessories. Over six courses, you'll move all the way from the first references to the final Unreal look dev and render.
- Part 1 - Introduction
- Part 2 - Hard Surface Armor Modeling
- Part 3 - Fabric Accessories Sculpting
- Part 4 - Low Poly Game Modeling
- Part 5 - UV Baking and Texturing
- Part 6 - Unreal Look Dev
FREE
Building an Original Character
Envar Studio, Pedro Krüger, meesh chen, Ilse Harting
Building an Original Character
In this exclusive series, Envar artists Ilse Harting, Pedro Krüger, and Meesh Chen take you through all the different steps of real-world character creation for games. Each of its four courses will cover a unique step in the character creation process while also demonstrating how artists across different disciplines collaborate together to bring a unified vision to life. At the end of this series, you (or your team) will be prepared to take rough a character idea through the initial concept phase, to a 3D game-ready character, and finally to a promotional illustration.
PAID ($129)
Creating a Souls Boss in ZBrush
FlippedNormals
Creating a Souls Boss in ZBrush
Creating a Souls Boss in ZBrush If you've ever played a Souls game and been awestruck by the world-building and designs, you've come to the right place! In this 18-hour course, the aim is to create a thematically similar character to those of the beloved Souls universe. Let's take a ZBrush journey together and explore
PAID ($129)
Advanced Characters for Game Cinematics
FlippedNormals, Ben Erdt
Advanced Character Creation with Ben Erdt
Advanced Character Creation with Ben Erdt Join senior Blizzard character artist Ben Erdt and learn to build advanced characters for game cinematics! You'll learn to analyse a concept sketch, sculpt your character in ZBrush, create materials in Painter, light and present your work, and much more. After completing the co
PAID ($69)
Majora: Stylized Character Sculpting
FlippedNormals
Stylized Character Sculpting in ZBrush - Majora & Skull Kid
Stylized Character Sculpting in ZBrush - Majora & Skull Kid In this 10 hour course, we will go through, step by step, how to create Skull Kid with Majora's Mask from the franchise The Legend of Zelda. You will be able to follow along with every step as nothing is skipped or time-lapsed. There's full commentary for
PAID ($175)
Creating Creatures for Games
FlippedNormals
Creating Creatures for Games - The Complete Masterclass
Course Overview Duration: 50 Hours 30 Minutes Software: Blender, ZBrush, Marmoset Toolbag, Substance 3D Painter, Unreal Engine 5 Videos: 112 fully subtitled lessons Topics Covered: Creature sculpting, retopology, low-poly creation, topology optimization, UV mapping, UDIM workflows, baking, texture painting, hard-surfac
PAID
Realistic Character Creation | Full 3D Tutorial Series
Realistic Character Creation | Full 3D Tutorial Series
Learn to Create Studio Quality Characters & Build a Professional Portfolio!
📺 YOUTUBE COURSES
📺 YOUTUBE
Full 3D Character Workflow Explained - Sculpting, Retopo & Textures
FlippedNormals
How to Create a Full Character in 3D - Workflow Explained
FlippedNormals
Overwatch Character Creation Pipeline - Blizzard Entertainment Overwatch Team - 2023 ZBrush Summit
Maxon ZBrush
Every 3D Character Modelling Step Explained In 20 Minutes
Kenny Praise
Creating SpongeBob with Blender, Zbrush and Substance Painter
Outgang
Creating An ARCANE Style Character
Stu Lloyd (CG Stu)
The Secret to Hand-Painted | Pixel Peeps Weston Reid
J Hill
The Complete AAA VIDEO GAME Character Art Pipeline
Jared Chavez
How to Make Game Character | Full Workflow
Art of Haf
The Full 3D Character Workflow Explained [BEGINNERS GUIDE]
Stylized Station
The ULTIMATE Guide to Creating 3D Characters in 2025
Stylized Station
How to Have More Fun Creating 3D Characters in Blender
CG Boost
How a Master Zbrush Artist Sculpts and Poses a Character -- with Marco Plouffe
Outgang
What I Wish I Knew Starting Out | Game Art in 8 Minutes
On Mars 3D
3D Character Creation Tutorial For Beginners
JL Mussi
Step-by-Step ZBrush Tutorial | Turning 2D Concepts into 3D Characters
Kaktusbaer
💻 BLOG POSTS
Making The Thing: From Blockout to Render
Pablander Academy
Making The Thing: From Blockout to Render | Pablander Academy
Welcome to a breakdown of my sculpting process for The Thing! In this tutorial, I’ll walk you through my approach to building a fan-art version of Ben Grimm in ZBrush, from the first blockout to the final polish. In this tutorial, you can keep your workflow clear, structured, and fun, perfect for practice, portfolio pieces, or just sharpening your sculpting skills.
Character Modeling Workflow: Creating Realistic 3D Viking Characters
Thunder Cloud Studio
ArtStation - Character Modeling Workflow: Creating Realistic 3D Viking Characters
At Thunder Cloud Studio, we’ve completed Viking character assets, demonstrating our expertise in 3D modeling character design. This project showcased our game art outsourcing capabilities and our ability to create strong, battle-worn Viking warriors. Join
How to sculpt and texture a demonic bust in Blender and Substance 3D Painter
Creative Bloq
How to sculpt and texture a demonic bust in Blender and Substance 3D Painter
Build a fearsome character with artist Elena Leonteva.
Grumpy Goblin - Breakdown
Felipe Chaves
ArtStation - Grumpy Goblin - Breakdown
Character Production Workflow Overview
Medium, 80LVL, Mido Lai
Character Production Workflow Overview
Mido Lai showed how he turned a concept art into an amazing 3d character model.
3D Character Workflow: From Concept to Final Render
Mages Institute
3D Character Design Workflow: From Concept to Final Render - MAGES
Master the 3D character design workflow step-by-step. Learn blocking, sculpting, retopology, UV mapping, texturing & rendering for beginners.
Step-by-Step 3D Character Workflow Using Blender and Substance 3D for Beginners
The Rookies, Jorge Andrés Giraldo Villa
Step-by-Step 3D Character Workflow Using Blender and Substance 3D for Beginners | The Rookies Blog
Jorge Andrés Giraldo Villa, a student at Florida Universitària shares a simple character creation process for beginners.
Breakdown: Modeling a 3D Fantasy Character Based on a 2D Concept
80LVL, Artem Bieliakov
Breakdown: Modeling a 3D Fantasy Character Based on a 2D Concept
Artem Bieliakov spoke about the creation process behind The Widow of Feathers project, explaining how he built the layered costume starting with a silhouette, how he refined the folds, seams, and the ornaments, and discussing how he created the bird and its feathers.
Real-Time Character Production Workflow for Games
The Rookies, Sergi Coca
Real-Time Character Production Workflow for Games | The Rookies Blog
In this article, Sergi Coca, currently undertaking a degree in 3D Content Creation for Games, Animation and VFX, takes us through his workflow when creating realistic real-time characters for video games.
3D Pokémon Fan Art Done Right: Creating an Aggron Diorama
The Rookies, Andrew McDonald, Raphael Mistler
3D Pokémon Fan Art Done Right: Creating an Aggron Diorama | The Rookies Blog
Raphael Mistler, a graduate of Universal Arts School, brings a nostalgic twist to the world of 3D art with his reimagining of Aggron, inspired by Vivien Siemers’ concept. Bringing together the charm of Pokémon with the dramatic flair of Kaiju aesthetics, Raphael created a hand-painted diorama that showcases both his technical skills and creativity. If you would like to take on a similar project, this breakdown will guide you through stages such as sculpting, texturing, and rendering - have fun!
3D Creature Creation: Sculpting, Texturing, and Rigging the Tigrex
The Rookies, Andrew McDonald, Darío Lop Salas
3D Creature Creation: Sculpting, Texturing, and Rigging the Tigrex | The Rookies Blog
Darío Lop Salas, a recent postgraduate in Advanced 3D Techniques from Escola Pia Nostra Senyora in Barcelona, takes us through the creation of his striking creature, The Tigrex. From initial concept and sculpting to texturing, rigging, and final rendering, he shares insights into his workflow, creative decisions, and the techniques that brought this hybrid predator to life. Presentation Hi, I’m Darío Lop Salas, and I live in Barcelona. I’ve always dreamed of moving to new countries and meetin
Designing Clothes For a 3D Character in Marvelous Designer for Games: A Student Project
The Rookies, Andrew McDonald, Sudharshan A J
Designing Clothes For a 3D Character in Marvelous Designer for Games: A Student Project | The Rookies Blog
In this article, Sudharshan A J, a student from Think Tank Training Centre, walks us through his approach to creating realistic clothing using Marvelous Designer. Developed as part of his final term project, based on a concept by HYL, Sudharshan shares a clear and practical breakdown of his workflow - from gathering references and setting up simulations to refining topology for a clean final result. About the Project Hey, I’m Sudharshan A J, and this character was created as my final project
Real-time Character Art Workflow: Creating the Knight of the Deep Forest
The Rookies, The Scout, Tom Alderton
Real-time Character Art Workflow: Creating the Knight of the Deep Forest | The Rookies Blog
Learn the professional real-time character art pipeline for games. From ZBrush sculpting and armor refinement to Substance Painter texturing and Unreal Engine 5 rendering, follow this step-by-step breakdown by a junior artist at M3DS Academy.
How to Sculpt and Render a Last of Us Stalker in ZBrush & Maya | The Rookies Blog
Learn how to sculpt, texture, and render a Last of Us Stalker using ZBrush, Maya, Substance 3D Painter, and Nuke in this full 3D pipeline breakdown.
3D Character Modeling Breakdown: Creating a 3D Cartoon Character in Maya & ZBrush | The Rookies Blog
Learn how 3D artist David Vinagre created "NaiNai," a Pixar-style cartoon character, using ZBrush, Maya, and Substance 3D Painter in this step-by-step 3D modeling breakdown.
Creating Real-Time Characters: A Full Workflow in ZBrush, Maya & Toolbag | The Rookies Blog
Camille Case: A real-time character workflow breakdown using ZBrush, Substance Painter & Marmoset. Great for beginners & intermediates.
Spider-Man 3D Diorama: BigRock Graduate Simone Gagliano Brings Peter Parker to Life | The Rookies Blog
Simone Gagliano, a recent graduate of BigRock, brings his love for Spider-Man to life in this stunning 3D project. Inspired by Peter Parker’s heroism and iconic look, he sculpted a fully posed Spider-Man climbing out of his bedroom window, complete with a detailed diorama, backpack, and camera. Using ZBrush for modeling, Substance 3D Painter for textures, and Marmoset Toolbag 5 for lighting and rendering, Jordi created every muscle, brick, and web detail - showcasing both his technical skill and
From 2D to 3D: Choosing Concept Art and Elevating Your Artistic Skills | The Rookies Blog
Mateo Gretter is a first-year Game Artist student at PlaygroundSquad in Sweden. He's learning 3D modeling. His work involves turning 2D concept art into 3D models for game engines. This is both his study and his passion.
A Quick Guide on Creating 3D Character for Games | The Rookies Blog
Ivan Ho, a 3dsense Media School graduate and former Rookie Awards entrant, shares tips on crafting 3D characters from references. Get inspired for your next project!
THE BERSERKER: From Concept Art to 3D Character | The Rookies Blog
This Viking Berserker character, created by a team of five during the Skyup Academy CG Masterclass, is a showcase in collaboration and creativity.
Process for Creating a Game Ready Character | The Rookies Blog
Rather than a strict guide on making a game character, Chase Jordan provides a broad perspective on thought processes and habits to strengthen your character making abilities.
Creating a Stylised Bust From a 2D Concept Art | The Rookies Blog
Discover Raphael Mistler's process for improving anatomy skills and hand-painting techniques on a stylised character from a 2D concept.
3D Sculpting a Dark Fantasy Character Using Maya, ZBrush and Substance 3D Painter | The Rookies Blog
Anesa Jashari, after completing her first year at M3DS Academy, shares a project that showcases her new skills in sculpting, texturing, and posing a 3D character from a concept.
Building 3D Dioramas with Hero Characters | The Rookies Blog
Minh Nguyen, a 3D artist in his first year at Escape Studios, shares his tips for creating a 3D diorama featuring a rigged and animated hero character.
Creating a Stylised Post-Apocalyptic Character Using ZBrush and Blender | The Rookies Blog
This article breaks down the process of creating a stylised post-apocalyptic character, from concept to rendering.
Lookdev Character Breakdown - Eivor from Assassin’s Creed Valhalla | The Rookies Blog
Jamine Goh Ying Min from 3dsense Media School dives deeper into their Assassin’s Creed Valhalla look-development project with added insights and reflections.
Transforming Cartoon Characters Into Realistic Art | The Rookies Blog
Jorge Mayoral Asensio reimagines TUNIC’s main character in a realistic style, sharing insights inspired by Marco Plouffe’s “Elden Frog” and his own creative evolution.
Going The Extra Mile to Level Up Your 3D Concept Art Skills | The Rookies Blog
Concept artist Anna Bridge shares her journey in Pablo Muñoz’s The Extra Mile course and the making of her Snail Head character.
My Personal 3D Workflow Write-up
Fully Rigged Characters
Constantly updating annotations on how I approach 3D character creation.
1 - References & Sketches
- Gather a LOT of references (separated between groups for each element). Highly reccomend using PureRef for this.
- Try to have a main reference to work from, be it a concept art or photo
- Write notes with planning on: details, information about the character, mood, story, color palettes.
- Ideally make sketches for the front, side and top view
- If you're making the concepts/sketches yourself, consider making a very rough blockout to use as a starting point.
2 - Blockout
In Zbrush:
- Create the base shapes using separated primitives
- Block in the anatomy. Focus on silhouette and proportions
- Add simple base color as soon as possible to better visualize the final character
- Separate clothing elements - as well as eyes - in different subtools for more control
Save backups as Tools! You can also load them up to use as a before and after comparison
3 - Primary shapes
- Merge base shapes of connected parts (ex.: limbs to body) using Remesh by Union
- Refining shapes and volumes
- At a distance, it should already resemble the final model
OPTIONAL: Clothes in Marvelous Designer
- Create patterns and simulate cloth over Primary Shapes avatar
- Export clothes as .OBJ. Thin, Unweld, Quads
- Zremesher in Zbrush
- Sculpt extra memory folds, wear, and tear later if needed
- Separate character pieces in a way where each piece don't have self collision, to avoid issues when baking
4 - Secondary shapes
- Start subdividing the model
- Refining the muscles & bony landmarks
- Make sure no additions are needed in the retopology stage
5 - Retopology
- Export highest subdivision model to Blender and start manually retopologizing the model
- Block out main features and landmarks first (wrist, elbow, waist, etc.). Add a loop going in the center of the model.
- Fill out the gaps later.
- Avoid making polygons too large from the start. Create large faces, then divide them with loops later. This will save you so much time and effort.
- Create the interior of the mouth and eyes
- Final check for n-gons before moving to the next stage
6 - UV Unwrapping
- Add seams and unwrap
- Seams on areas you want to separate for Substance Painter
7 - Tertiary shapes
- Import low poly model with UV's back to Zbrush
- Project the higher res details on the lower res. Low res will have all the subdivision levels
OPTIONAL: Hair & Fur Simulation
8 - Baking & Texturing
- Create a new blank texture in Blender for each texture set (for separation in Substance Painter)
- Do the texture baking on Substance Painter using a high and low poly version of your model
- Substance bake settings:
Common settings
- Change the Output Size to your desire (ex.: 4096)
- Match: By Mesh Name
- Antialiasing: Supersampling 16x
You can unlink in the Mesh Map Bakers and create different cage sizes for each mesh (to help fix specific problem area)
ID
- Color Source: Mesh ID / Polygroup
- Color Generator: Random
Ambient Occlusion
- Secondary Rays: 256
- Self Occlusion: Only Same Mesh Name (better for animation)
- Ignore Backface: Always
- Max Occluder Distance: 0.1 - 0.2
Curvature
- Self Intersection: Only Same Mesh Name
Thickness
- Secondary Rays: 256
- Iterate over your textures, and do tests on the render engine you're using. Do a first rough pass on textures, export to the target render engine
- Alternatively, check textures on Iray
9 - Rigging & Weight Painting
10 - Posing
Static Sculptures
This thread will be constantly updating.
(Last updated: 14/09/2026)
Did you enjoy this article?
Recommend it — Standard Reader surfaces well-loved writing to more readers across the network.