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Fortunaspark
5 min
3D Modelling Program

Character Modeling for Games.

Character Modeling for Games
1,190 AUD
Full course access plus three instructor critique sessions included in the base price.
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Character art is one of the more demanding disciplines in game development, and it is also one of the most sought-after. This course covers the full character creation pipeline from initial blockout to a game-ready mesh with textures.

Stylized vs semi-realistic approaches

The course covers both. You will build a stylized character in the first half, which teaches proportion control and silhouette design without getting lost in anatomical detail. The second half moves into a semi-realistic head and torso, where anatomy, skin pores, and fabric folds become relevant. Both characters go through retopology and end up textured and rigged-ready in Unreal Engine 5.

Sculpting with ZBrush

ZBrush is the industry standard for character sculpting and this course treats it as such. You will learn brushes, dynamesh, ZRemesher, and fibermesh for hair and fur basics. No prior ZBrush experience needed, but familiarity with any 3D software helps.

  • Two complete characters from scratch
  • Retopology using Blender and ZRemesher
  • Hair card techniques for real-time hair
  • Texture baking and skin shader setup

Character work takes time. Expect to invest 8 to 10 hours weekly across 14 weeks to complete both projects properly.

Quick Reader Poll
What is your current experience with 3D modelling for games?
Industry-aligned curriculum covering tools used in real game studios — Blender, Maya, and Substance Painter.
Live sessions run in Australian Eastern Time — no recordings replace the interactive feedback you get in real-time.
Program Outline
  1. Phase 1 - Anatomy fundamentals and proportion studies
  2. Phase 2 - Stylized character blockout in ZBrush
  3. Phase 3 - Detailing and clothing sculpt for stylized character
  4. Phase 4 - Retopology and UV unwrap for stylized mesh
  5. Phase 5 - Texturing stylized character in Substance Painter
  6. Phase 6 - Semi-realistic head sculpt with anatomical reference
  7. Phase 7 - Body and clothing for semi-realistic character
  8. Phase 8 - Retopology and hair card creation
  9. Phase 9 - Baking and skin texturing workflow
  10. Phase 10 - Final export, shader setup, and portfolio render
What You Will Work On

Each module builds directly on the previous one. You will produce real assets — low-poly game meshes, UV-mapped characters, and optimised environment props — that can go into a portfolio.

Sessions run over live video with screen sharing, so you can watch technique applied in context rather than following written instructions alone.

Between sessions, short exercises reinforce the key skill covered. Feedback is given on your actual files, not just on screenshots.

Learning Path
1
Fundamentals of 3D geometry and viewport navigation
2
Low-poly modelling techniques for game engines
3
UV unwrapping and texture baking workflows
4
PBR material creation in Substance Painter
5
Exporting assets into Unreal Engine and Unity
6
Portfolio review and final project critique
Ready to start building your portfolio?
Fortunaspark runs live cohorts from our Newtown studio, connecting participants across Australia and internationally. Spots are limited per intake — contact us to check availability before registering.