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Fantasy Character Portraits

Creating A Fantasy Portrait, From Start To Finish

 

  • Facial Details
  • Creating Hair
  • Clothes & Accessories
  • Presentation
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What You’ll Learn

The course will go through the full process of modeling and sculpting Characters portraits, starting with collecting references, blocking in and sculpting the character, moving into retopology and UVs, then texturing and presenting. The emphasis throughout the course will be on addressing the nuances of forms, structures, workflow and presentation.

By the end of the course, students will have produced a portfolio-ready character portrait. They should also have gained knowledge on how to troubleshoot new problems or tasks.

This workshop on Fantasy Character Portraits will consist of eight live lessons and mentoring. 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:

  • Know the workflow for Fantasy Portraits
  • Have mastered your way through pipeline.
  • Have developed an understanding of the facial anatomical structure.
  • Have created your own unique fantasy portrait.
COURSE FORMAT: Standard
 
LECTURE TYPE:   Live 
 
FEEDBACK:   Live mentoring in group
 
DURATION:   8 weeks
 
ASSIGNMENT:   Due each week. Expect to spend 10-20 hrs/wk viewing lectures, q&a, and time on assignments
 
Q&A:   Once a week
 
MATERIALS:   Photoshop, ZBrush and 3D packages such as Maya, 3Dsmax, Modo, blender should be known to follow along.
 
SKILLS LEVEL:   Intermediate to Advance
 
PREREQUISITES:   Knowledge of ZBrush and 3D Software Packages
 

Curriculum

Week 1

Block Out Concept

Gathering references,organizing a reference board developing the main idea, starting to block out the face

Week 2

Facial Sculpting & Topology

Continue sculpting the face, breaking down the reference character features, transferring them into our sculpt. Retopology using Wrap3

Week 3

Finalize Sculpt & Hair Blockout

Finishing the sculpt, blocking out the hair in a specific way to be usable upon hair system creation, blocking out accessories

Week 4

Texturing & Maps Export

Texturing the skin and exporting Specular, Displacement and Normal Maps.

Week 5

Eyes & Shading

Eye modeling process. Setting up skin and eye shaders. Tweaks to exported maps.

Week 6

Clothes & Accessories

Creating clothes and accessories, Texturing in Substance Painter, Shading.

Week 7

Hair Creation

Hair creation using hair cards workflow. Peachfuzz, eyelashes and eyebrows.

Week 8

Lights, Render & Post Processing

Lighting our scene, camera setup and scene setup, depth of field.

Evan Gintsiak

Evan Gintsiak is a 3D Character artist from Tel Aviv, Israel. Currently working as head of 3D department at DataGen Tech. Evan started his journey as a generalist in the Israeli animation industry, mostly for smaller, local animation studios, and after a couple of years moved to the tech sector.
Evan is a self taught 3D artist. However, Evan has a game development Diploma from IAC - Israeli Animation College, where they had a short 3DS Max introductory course. Evan fell in love with 3D and continued to practice 3D at home.

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