Character Creation for Films-Cinematics by Pete Zoppi
Duration:10 weeks
Actual Duration:40h 48m
Release date:2025
Publisher:CGMA
Skill level:Advanced
Language:English
Exercise files:Yes
Software:ZBrush, Maya, Marvelous Designer, Substance Painter, Arnold
Course URL:https://www.cgmasteracademy.com/courses/10-character-creation-for-film-cinematics.html
This is a 10-week, advanced course for artists who want to build a complete, film-ready character from scratch. You’ll move through the entire pipeline: blocking out forms, sculpting high-frequency detail, grooming hair with XGen, creating clothing in Marvelous Designer, and finally texturing and shading everything for a polished final render. It’s about building a clean, organized asset that holds up under close scrutiny.
🎯 What you’ll learn
- Build a character from blockout to final presentation.
- Sculpt realistic skin detail using TextureXYZ data.
- Create and groom hair with XGen in Maya.
- Develop advanced shaders for skin, cloth, and metal.
- Set up studio and HDRI lighting for final renders.
✅ Requirements
- Skills: Intermediate knowledge of ZBrush, Maya, or Max. Recommended: Anatomy for Production, Character Texturing for Games in Substance, and Hair Creation for Games.
- Tools: Maya (or equivalent), Mudbox (or equivalent), Arnold (or equivalent), ZBrush, Marvelous Designer, Substance Painter.
- Hardware: A computer capable of running the listed software, with a dedicated GPU and at least 16GB of RAM.
📝 Description
This isn’t a “press play and follow along” course. Pete Zoppi focuses on the why behind every decision, from the initial blockout to the final composite. You’ll start by analyzing reference and building a solid base mesh, then move into high-detail sculpting using TextureXYZ data for realistic skin pores and wrinkles. The course covers the tricky bridge between high and low subdivision levels, ensuring your displacement maps work correctly in a render engine.
A big chunk of the course is dedicated to shader development. You’ll build a dual-lobe specular shader for skin, set up cloth and leather shaders, and learn how to tweak gloss maps for realistic results. The final weeks cover lighting setups—both HDRI and studio lighting—and post-processing in Photoshop. The goal is a portfolio-ready character that shows you understand the full pipeline, not just one part of it.
🧑🎓 Who this course is for
- Advanced 3D artists who want to specialize in character creation for film and cinematics.
- Artists who already know the basics of ZBrush and Maya and want to learn a professional, production-oriented workflow.
- Anyone looking to build a polished, portfolio-ready character from start to finish.
🧑🏫 About the Author
Pete Zoppi is a senior character artist based in Los Angeles with experience in both video games and film. He currently works at Treyarch, and his past credits include the Call of Duty: Black Ops franchise, James Bond: Quantum of Solace, Underworld: Evolution, and Night at the Museum. His go-to tools are Maya, Mudbox, ZBrush, Substance Painter, Marvelous Designer, and Photoshop.
🏁 Final Result
- A fully textured and shaded character model, ready for a film or cinematic pipeline.
- A set of final renders showcasing the character under studio and HDRI lighting.
- A portfolio presentation with breakdowns of the sculpt, textures, and shaders.
📢 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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