This course isn’t about basic t-shirts. Dylan Kowalski shares his personal, time-tested approach to using Marvelous Designer for creating complex armor and clothing that you’d normally think…
Category: Maya
This course is a straight shot to building high-quality, realistic materials in Substance 3D Painter. You’ll work through three distinct projects—marble, wood, and mossy concrete—learning the specific…
This workshop shows you a practical, no-nonsense pipeline for creating FACS-based facial blendshapes using photogrammetry. Instructor Adam Spring walks through the entire process, from capturing expression scans…
This workshop is a straight-to-the-point guide for anyone who needs to crank out digital doubles for VFX without getting bogged down. Pat Imrie, a veteran asset lead,…
This workshop is all about getting your characters to move like they mean it. Erik A. Castillo breaks down the fundamentals of body mechanics in Maya, focusing…
This 3-hour workshop from concept artist Kris Turvey walks you through his complete pipeline for designing and modeling a sci-fi prop for production. You’ll start with mind-mapping…
This course breaks down how visual effects actually work in big-budget cinema. Carolina Jiménez García, a layout artist who’s worked on The Hobbit and Star Trek Beyond,…
Simon Barle, a foliage artist who worked on Star Wars Battlefront and Battlefield V, walks you through his entire AAA workflow for creating a game-ready tree. This…
This course teaches you how to build production-ready character rigs for Unreal Engine and Unity using Advanced Skeleton for Autodesk Maya. You’ll go from a blank mesh…
The second part of a series focused on texturing a complete sci-fi environment. Alexandre Huyaux walks you through his entire process, from setting up ACES color management…
Alexander Lee teaches a unique approach to animation: sculpting every single frame by hand in ZBrush. This 5-hour workshop covers the full pipeline, from character setup in…
This course walks you through the entire pipeline for making clothing that actually fits the MetaHuman parametric body system in Unreal Engine 5.6. The goal is a…








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