Creating Fantasy-Stylized Characters – Streamlining the Modeling Workflow by Jiwoong Choi
Duration:11 hours 52 minutes / 21 lessons
Actual Duration:23h 42m
Release date:2022, February 14
Publisher:Coloso
Skill level:Intermediate
Language:English
Exercise files:Yes
Software:3ds Max (2020+), ZBrush (2021+), Substance Painter (2021+), Marvelous Designer, Marmoset Toolbag 4
Course URL:https://coloso.co.kr/products/3dcharacterartist_choijiwoong
Learn the compressed, production-style workflow for completing a dense, semi-realistic (λ°μ€μ¬) fantasy-stylized game character β from a rough base-mesh body to silhouette-driven facial sculpting, Marvelous Designer costume, hard-surface objects, clean topology and UVs, baking, Substance Painter texturing with polypaint face makeup, and a final lit presentation with bust, full shot, and turntable renders.
π― What you’ll learn
- Block out a base-mesh body in ZBrush and quickly establish human form and silhouette from reference
- Sculpt a stylized face with strong silhouette and appeal, and refine hair, face, and costume proportions
- Build a high-quality costume base mesh in Marvelous Designer, then push detail in ZBrush
- Model dummies, gear, and equipment in 3ds Max and integrate them with the character
- Prepare data for baking: clean up high-poly, manage low-poly, and lay out efficient production-oriented UVs
- Texture costumes in Substance Painter (base color, volume, stretching-aware detailing) and paint a lively face with polypaint makeup techniques
- Set up per-part materials, pose with the biped rig, and light a scene for portfolio-ready bust, full-shot, and turntable renders
β Requirements
- Skills: Basic 3D knowledge (navigation, meshes, sculpting fundamentals); the course moves fast and skips repetitive beginner drills
- Tools: 3ds Max 2020 or later, ZBrush 2021 or later (drawing tablet required for sculpting), Substance Painter 2021 or later, Marmoset Toolbag 4, Marvelous Designer β licenses not included
- Hardware: PC capable of running ZBrush, Substance Painter, and Marmoset; drawing tablet required
- Note: The original character source file built in the lessons is not provided; the concept reference artwork is by illustrator Galliera
π Description
Completing a single game character demands a wide mix of knowledge and hands-on skill β and the difference between an amateur and a hireable artist is how fast and cleanly they can move through the whole pipeline. This class answers that directly: 21 lessons (11 hours 52 minutes) of core-only, boredom-free instruction that cuts repetitive lecturing and teaches the practical know-how working character artists actually use.
The course follows five industry-standard pipeline tools β 3ds Max, ZBrush, Substance Painter, Marvelous Designer, and Marmoset β across the full arc of modeling, sculpting, texturing, costume creation, and rendering. You start from the base-mesh body, concentrate on silhouette and form, sculpt the face, build costume and objects, detail topology and UVs, bake, paint the face and costume textures, and finish with lighting and presentation.
Three design choices make the class stand out. First, only the essentials: every lesson targets a real production checkpoint, so you absorb the workflow quickly instead of watching hours of repeated strokes. Second, job-seeker pain points are addressed head-on: the instructor names the exact spots where students get stuck and gives straightforward, applicable fixes. Third, workflows, not just theory: rather than a single follow-along recipe, each object is built while explaining how to adapt the approach β because modeling has no fixed formula, and the goal is transferable skill you can apply to your next character on your own.
A recurring theme is the stylized look itself: unlike realism, stylization omits surface description, so silhouette carries the impact. The class trains you to read and push silhouette at every stage β body, face, costume, and gear β which is precisely what beginners find hardest when moving from simple props to game-ready characters with personality.
The course includes a 1:1 coaching option (class + coaching package): submit a personal portfolio piece plus up to 3 questions and receive direct feedback from the instructor, answered sequentially (up to ~21 business days).
π§βπ Who this course is for
- Beginners with basic 3D knowledge who want to see the entire character workflow quickly and internalize it
- Job seekers preparing a game-character portfolio with efficient, studio-style techniques
- Junior modelers moving from fundamentals to real production pipelines (sculpt β costume β bake β texture β render)
- Artists who want adaptable workflows they can reuse on future characters, not a single copy-along project
π§βπ« About the Author
Jiwoong Choi (μ΅μ§μ ) is a Korean 3D character artist working as a character modeler on a live-service game team (Hound13 β Hundred Soul / νλλ λ μμΈ), where he builds varied costumes and equipment. Known for highly detailed semi-realistic character work, he teaches the streamlined multi-tool pipeline he uses in production, tuned for students with basic knowledge who need practical, job-ready skills.
π Final Result
- One finished fantasy-stylized character: sculpted, costumed, textured, and presented with bust shot, full shot, and turntable renders
- A repeatable compressed pipeline (base mesh β sculpt β Marvelous costume β topology/UV/bake β texture/makeup β lit render) applicable to future portfolio characters
- Portfolio feedback via the optional 1:1 coaching package
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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