Triple-A Tier Facial Texturing & Rendering by Jason
Duration:12 hours 19 minutes
Actual Duration:24h 37m
Release date:2021
Publisher:Coloso
Skill level:Intermediate
Language:English
Exercise files:Yes
Software:Maya, ZBrush, Marmoset Toolbag, Substance Painter, Photoshop, Arnold Renderer
Course URL:https://coloso.co.kr/products/gamegraphic_jason
Learn the face pipeline behind real Triple-A characters: realistic eyes, SSS skin, brows and hair, Arnold and Marmoset rendering, and Photoshop finish. Jason, Senior Character Artist at EA Respawn, teaches the exact toolset used at Korean and US AAA studios across 21 lessons. Includes a Head Base model so you can practice every texturing and rendering step yourself.
π― What you’ll learn
- Prepare texturing data with TexturingXYZ and Multi-Channel Faces, transfer clean sculpt detail onto your character
- Build UDIM-based Texture Maps β Normal, Displacement, Gloss and Color β for high-resolution face detail
- Groom realistic eyebrows and hair with XGen in Maya
- Build lifelike eyes: iris, sclera and utility maps in Maya and TexturingXYZ, plus tearline sculpt and materials
- Set up SSS Skin Shader materials and eye materials in Maya Arnold
- Light characters: HDRI setup, eye positioning, lighting theory and character-matched setups
- Render for final quality in Arnold and set up scenes, materials, cameras and lights in Marmoset Toolbag
- Finish with Photoshop post-production for a dramatic, photorealistic character presentation
- Avoid common self-study mistakes and apply overseas-job tips for portfolio, interview and career planning
β Requirements
- Skills: Basic modeling finished (course starts after modeling) β comfortable in Maya/ZBrush at intermediate level
- Tools: Maya 2020, ZBrush 2020, Marmoset 4, Substance Painter, Photoshop CS (class versions recommended; programs not provided)
- Hardware: Minimum 16GB RAM, dedicated GPU recommended for Arnold and high-resolution texturing
π Description
Modeling alone does not make a character believable β the face lives or dies in texturing and rendering. This class goes deep on the look-development stage for realistic faces: pore-level skin, wet believable eyes with tearline, brow and hair groom, costume maps, lighting and two full render paths. You learn which tool does what β Maya, ZBrush, TexturingXYZ, XGen, Substance Painter, Arnold, Marmoset Toolbag, Photoshop β and how studios combine them under real game resource limits.
The workflow starts with data prep: environment setup, BaseMesh staging, Multi-Channel Faces transfer, UDIM maps and detail sculpting. Then comes the face itself: XGen brows and hair, eye builds with iris, sclera and utility maps, SSS Skin Shader setup, tearline sculpt and materials, caruncle and shadow maps. Lighting gets its own block β HDRI, eye placement, lighting theory β followed by parallel Arnold and Marmoset render setups with scene, camera and light tuning, closed by Photoshop post-production for the final dramatic presentation.
Teaching is mistake-driven, not just process demos: each stage flags frequent self-study errors and easy-to-miss points with concrete fixes. A bonus career block shares first-hand overseas-studio experience β portfolio prep, interview prep and working habits from AAA production. Class ships with a practice Head Base model and lecture materials; instruction is in English, level intermediate, 21 lessons / 12h 19m. Card built from the manufacturer page via the Coloso dump pipeline.
π§βπ Who this course is for
- Intermediate 3D artists with modeling done who want to level up to photorealistic AAA faces
- Character artists stuck on eyes, skin, brows and render quality after self-study
- Artists curious about the real Triple-A toolset and pipeline used at US and Korean game studios
π§βπ« About the Author
Jason (Che Isyuon, μ μ΄μ¨) is a Senior Character Artist at EA Respawn (US), formerly at Activision Treyarch plus multiple VFX studios. Game credits include Call of Duty and Apex Legends, with earlier work across film, advertising and TV as a modeler. His portfolio and breakdowns are on ArtStation. In this class he teaches the Triple-A face texturing-to-render pipeline plus overseas-career tips from personal experience.
π Final Result
- Photorealistic character face rendered in Arnold and Marmoset: SSS skin, lifelike eyes with tearline, XGen brows, lit and post-processed
- Reusable Triple-A face workflow β TexturingXYZ prep, UDIM maps, material and lighting setups β plus Head Base practice files
π’ Guys, this is a Group Buy campaign, check the GBC forum thread to get access
You can find the course preview in the download section below.

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