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WORKSHOP

Creating Armored Game Characters

Real World Design Brief & Create An Amazing Portfolio Piece

  • Blockout
  • Fine Details
  • Material Expression
  • Render, Lighting & Presentation
Enroll Today

Production Focus class to create a real-world project


The mistake many artists make is thinking that Character Arts is all about anatomy and figure sculpting… but how many nude game characters do you see?

Paul Widelski’s day job often involves months of time where he is focused on one thing: Creating Armor. That’s it. That One thing. He works in a team, after all. One guy does the face. Another the hair. Paul… he’s the armor guy.

Learn how to create a convincing set of armor from high poly to low poly, texturing and presentation, from one the Industry’s leading artists, Paul Widelski. Currently a Senior Character Artist at Splash Damage, Paul has been working in the Industry for 4 years.

This course on Creating Armored Game Characters will consist of six modules of lessons with live Q&A sessions. You’ll focus entirely on the skills and workflows for creating a set of armor and be part of a community of artists working to achieve next level quality in their work.

 

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What You’ll Learn

Our Production Focus courses all follow a specific format. You start with a design brief that comes straight from a AAA game studio pipeline.

You’ll go through the full process of creating a full set of armor, from reference to presentation. The emphasis will be on moving through the workflow, from high poly to low poly to texturing and presentation, always staying focused on how the armor fits the character and how the character fills the armor.

Students will learn how to add details such as engraving and embossing and will also understand how different components of the armor fit together.

This workshop on Armor Creation will consist of six modules of pre-recorded lessons and live Q&A sessions. You’ll learn core character design skills and workflows and be part of a community of artists working to achieve next level quality in their work.

By the end of the workshop you'll:

  • Understand how to get a good and quick starting point in ZBrush.
  • Understand how make convincing armor parts and fit together fasteners, buckles, etc.
  • Have mastered how to add details such as engraving and embossing.
  • Know how to use Substance Painter workflows to create smart materials for the full set of armor.

 

 BOB PLOCIENNIK:

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Sprints

1

Concepting

Getting a good, quick starting point in ZBrush. Gathering references.

2

High Poly-A

Effective use of the blockout from the previous week. Creating the first part of the armor. Using 3ds Max for high poly

3

High Poly-B

Using our reference to make convincing parts. Fitting parts together, fasteners, buckles, etc. Having our armor sit convincingly on our base body

4

Game Ready Mesh

Low poly methods, topology and UVs. Baking in Substance Painter using name matching. How to streamline the entire process

5

Texturing

How to make convincing materials for our armor. Substance Painter workflow tips, setting up smart materials for use all over the armor
Convincing use of wear and tear

6

Engraving & Presentation

How to make convincing materials for our armor. Rendering in Marmoset Toolbag, lighting, and clean presentation

Schedule

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April 8th, 2020

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1x week / 6 weeks

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Wednesday

10 am to 12 pm PST

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Enroll

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Payment Plan

$256/mo $183/mo

3 monthly payments

  • 6 weeks of LIVE Q&A
  • Critiques of your work every week
  • Detailed technique walk throughs
  • Community access to Artist Awake
  • Life time access to streams & downloadable videos.
ENROLL

Upfront

$697 $498

One Time Payment

  • 6 weeks of LIVE Q&A
  • Critiques of your work every week
  • Detailed technique walk throughs
  • Community access to Artist Awake
  • Life time access to streams & downloadable videos.
ENROLL

Creating Armored Game Characters

Enroll Today
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