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Cyberpunk Jacket – Tutorial (Full Pipeline) + 3D Model by Vadim Meshcherekov

Cyberpunk Jacket – Tutorial (Full Pipeline) + 3D Model by Vadim Meshcherekov

Author:Vadim Meshcherekov

Duration:5.5 hours video (normal speed, NO VOICE)

Release date:2024, September

Publisher:Artstation

Skill level:Intermediate

Language:English

Exercise files:Yes

Software:Clo3D, Marvelous Designer, ZBrush, Maya, Marmoset Toolbag 4, Substance Painter

Course URL:https://www.artstation.com/marketplace/p/y9jNw/cyberpunk-jacket-tutorial-full-pipeline-3d-model

Build a game-ready cyberpunk jacket from garment blockout to textured Marmoset render with editable production files.

Preview: This is a practical game-ready clothing workflow centered on one cyberpunk jacket. You build the asset through garment blockout, cleanup, ZBrush detailing, UVs, baking, Substance Painter texturing, and a final Marmoset Toolbag 4 render, with project files available for each major stage.

🎯 What you’ll learn

  • Build a jacket base in Clo3D or Marvelous Designer
  • Refine garment forms and add sculpted detail in ZBrush
  • Prepare clean UVs and bake maps for a real-time asset
  • Texture fabric, panels, seams, and surface wear in Substance Painter
  • Set up a polished presentation render in Marmoset Toolbag 4
  • Inspect a game-ready mesh with quad topology, 25,582 vertices, and 50,171 triangles

βœ… Requirements

  • Skills: Basic familiarity with 3D navigation, polygon modeling, and the game-asset workflow
  • Tools: Clo3D or Marvelous Designer, ZBrush, Maya, Substance Painter, and Marmoset Toolbag 4
  • Hardware: A dedicated GPU and enough RAM to work comfortably with ZBrush, Substance Painter, and 4K texture sets

πŸ“ Description

This course is built around the kind of clothing asset often needed for a character art portfolio: a detailed jacket that still respects real-time constraints. Rather than treating the final model as a black box, it exposes the working files behind the result, including the avatar, garment project, Maya scene, ZBrush project, Substance Painter project, Marmoset scene, and exported OBJ and FBX meshes.

The workflow starts with garment construction in Marvelous Designer or Clo3D, then moves into the less glamorous but essential cleanup stage: remeshing and shaping the forms in ZBrush. From there, the course connects high-detail work to production-ready output through UV mapping and baking, so wrinkles, seams, and smaller sculpted features can be carried into the texture set instead of overloading the mesh.

The final section focuses on material definition and presentation. In Substance Painter, the jacket receives 4K TGA textures that separate fabric behavior from harder trim and layered details. A Marmoset Toolbag 4 scene is also included, making it easier to study how lighting and rendering choices support the finished asset. The videos have no voice-over, so the course works best for artists comfortable learning by watching, pausing, and recreating each action.

πŸ§‘β€πŸŽ“ Who this course is for

  • Intermediate 3D artists who want a complete game clothing asset workflow instead of an isolated modeling exercise
  • Character artists moving from Marvelous Designer garments toward baked and textured real-time assets
  • Portfolio builders who want to study editable 3D project files alongside the final mesh and textures

πŸ§‘β€πŸ« About the Author

Vadim Meshcherekov is the creator behind this product page and provides the jacket tutorial alongside its editable source assets. Their material focuses on a production-oriented 3D apparel workflow, connecting garment simulation, sculpting, retopology, texture work, and real-time rendering into one usable game asset.

🏁 Final Result

  • A textured, game-ready cyberpunk jacket with quad topology, 4K TGA textures, and OBJ/FBX exports.
  • A set of editable Clo3D/Marvelous, Maya, ZBrush, Substance Painter, and Marmoset Toolbag files for studying the full asset pipeline.
Curriculum

πŸ“‹ Course content

  1. Module 1:  Garment Blockout
    • Blockout
  2. Module 2:  Surface Detail and Sculpting
    • Detailing
    • Remesh and work in ZBrush
  3. Module 3:  Game Asset Preparation
    • UV and Bake
  4. Module 4:  Materials and Presentation
    • Texturing and Render
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