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Photorealistic Male Character Modeling Workflow Using Maya by Kwangbae Byun

Photorealistic Male Character Modeling Workflow Using Maya by Kwangbae Byun

Author:Kwangbae Byun

Duration:33 hours 39 minutes

Actual Duration:67h 17m

Release date:2022

Publisher:Coloso

Skill level:Intermediate

Language:English

Exercise files:Yes

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

Course URL:https://coloso.co.kr/products/3dcharacterartist_byunkwangbae

Build a AAA-grade photorealistic male game character in Maya, ZBrush and Substance Painter with senior artist Kwangbae Byun.

Learn the full Maya-based workflow for a AAA-grade photorealistic male game character: concept and proportions, high-poly sculpting in ZBrush, clothing in Marvelous Designer, retopology and UVs in Maya, baking and texturing in Substance Painter, and final posing, materials and lighting in Marmoset Toolbag. You build one post-apocalyptic full-body character โ€” body, face, hands, clothes, boots, backpack and pouches โ€” across 29 lectures / 33 hours 39 minutes, and finish with studio hiring advice from an artist credited on Call of Duty WWII, Back 4 Blood and God of War Ragnarok.

๐ŸŽฏ What you’ll learn

  • Plan a post-apocalyptic male character concept and adjust face/body proportions and likeness
  • Sculpt a solid base body, facial volumes, hands and arms in ZBrush
  • Build garments in Marvelous Designer and transfer them to ZBrush for wrinkles and detailing
  • Add hard-surface-style prop detail (boots, backpack, pouches, straps) with alpha maps and Surface controls
  • Retopologize in Maya and lay out optimized UVs, including cylindrical objects
  • Bake maps cleanly in Substance Painter and Marmoset Toolbag and fix bake errors
  • Texture skin, clothing and props with realistic materials, detail normal maps and wear-and-tear damage
  • Pose the character and set up materials, lighting and final polish in Marmoset Toolbag

โœ… Requirements

  • Skills: Basic 3D knowledge (beginner to intermediate level); no photorealistic-character experience needed
  • Tools: ZBrush 2022 or later, Maya 2020 or later, Marmoset Toolbag 4, Substance Painter 7.4 or later, Marvelous Designer 11
  • Hardware: Pen tablet required, minimum 16GB RAM, dedicated GPU recommended for baking and 4K texturing

๐Ÿ“ Description

This is a single-character, start-to-finish class: one post-apocalyptic male full-body build that carries every stage of the pipeline. You start with concept discipline and proportion work โ€” how likeness, body ratios and prop-to-body balance decide whether a realistic character reads as natural โ€” then move into high poly, where ZBrush handles anatomy and face/hands detail while Marvelous Designer produces believable garments that you refine back in ZBrush.

The low-poly block stays practical and Maya-centered: retopology rules that prevent bake errors, clean normal-map output, and UV layout including the cylindrical pieces beginners often unwrap badly. Texturing alternates between Substance Painter and Marmoset Toolbag โ€” test bakes, corrected production bakes, base materials, detail normal maps, then the damage layer (scratches, edge wear, dirt) that sells the post-apocalyptic look on clothes, skin and props.

The final block is presentation as studios judge it: posing the low-poly mesh, material setup and lighting in Marmoset Toolbag, re-importing textures for correction passes, and a QC pass over proportions, missing props and texture gaps until the character holds up at production quality. The class closes with hiring-oriented advice drawn from North American AAA production โ€” what character-art roles actually require and how to prepare for them.

Course is in English (level: beginner to intermediate, 29 lectures / 33h 39m, class and base-model files included). Card built from the manufacturer page via the Coloso dump pipeline.

๐Ÿง‘โ€๐ŸŽ“ Who this course is for

  • Aspiring 3D character modelers who want a complete photorealistic-male workflow, not isolated tool tips
  • Maya users switching from 3ds Max-centered pipelines to the current studio-standard character setup
  • Intermediate artists whose realistic characters look stiff and need structured anatomy, material and render habits

๐Ÿง‘โ€๐Ÿซ About the Author

Kwangbae Byun (๋ณ€๊ด‘๋ฐฐ) is a 3D character artist, working as a Senior Character Artist at a PlayStation Studio. His credits include Associate Character Artist on Call of Duty WWII (Sledgehammer Games), Character Artist on Back 4 Blood (Turtle Rock Studios), and Character Artist on God of War Ragnarok (Santa Monica Studio). He teaches the minimum-tool, maximum-effect pipeline he uses in production, plus how character modelers actually get hired.

๐Ÿ Final Result

  • Finished photorealistic post-apocalyptic male character โ€” posed, textured and lit Marmoset presentation at production-review quality
  • Repeatable Maya / ZBrush / Substance Painter pipeline plus a clear preparation direction for studio character-art roles
Curriculum

๐Ÿ“‹ Course content

  1. SECTION 01. Orientation
      1. Orientation: the character artist position (instructor intro, what the position covers, requirements per role)
      1. Orientation: types of character artists (role types, what employers require for each)
  2. SECTION 02. Concept
      1. Concept: modern post-apocalyptic character (what to watch for when locking a character concept)
  3. SECTION 03. High-poly work
      1. High poly: tools intro (ZBrush, Marvelous Designer basics)
      1. High poly: base body (matching face/body proportions to concept, adding facial mass, provided base body)
      1. High poly: base facial volume (adding mass, likeness work)
      1. High poly: base blocking and silhouette (body proportions, prop-to-body ratio, emphasizing silhouette)
      1. High poly: facial detail (likeness and impression from concept art, face detail passes and fixes)
      1. High poly: hand and arm detail (hand sculpting, detail passes)
      1. High poly: clothing (Marvelous Designer work, garment patterns, moving MD meshes into ZBrush)
      1. High poly: clothing detail (matching blocking meshes, extra wrinkles, ZBrush detailing)
      1. High poly: prop 1 โ€” boots (alpha-map detail, ZBrush Surface functions, follow-up sculpt)
      1. High poly: prop 2 โ€” backpack (alpha-map detail, follow-up sculpt)
      1. High poly: prop 3 โ€” pouch and straps (alpha-map detail, follow-up sculpt)
  4. SECTION 04. Low-poly work
      1. Low poly: retopology (Maya retopology notes, low-poly rules, tips for error-free normal-map bakes)
      1. Low poly: UVs (correct UVs for cylindrical objects, UV optimization)
  5. SECTION 05. Texturing
      1. Texturing: tools intro (Substance Painter basics)
      1. Texturing: bake prep and test bake (how to bake, Substance Painter vs Marmoset Toolbag)
      1. Texturing: final bake (fixing test-bake issues, production bake)
      1. Marmoset setup: clothing detail normal maps, adding lighting
      1. Texturing: clothes and face 1 (face textures with Substance Painter and companion tools, clothing material setup and base pass)
      1. Texturing: clothes and face 2 (face detail pass, clothing detail pass)
      1. Texturing: clothes and face 3 (detail normal maps, wear-and-tear work)
      1. Texturing: props 1 (base material setup in Substance Painter, detail and damage passes)
      1. Texturing: props 2 (base material setup, detail and damage passes)
      1. Texturing: props 3 (base material setup, detail and damage passes)
  6. SECTION 06. Rendering
      1. Rendering prep: posing the low-poly character, character material setup in Marmoset
      1. Texture revision in render: importing textures into Marmoset, fixes, extra detail and finish
  7. SECTION 07. Wrap-up
      1. Wrap-up: pipeline recap and closing advice

๐Ÿ“ข 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.

Watch online or Download for Free
Photorealistic Male Character Modeling Workflow Using Maya by Kwangbae Byun
NAME
SIZEDURATION
Kwangbae Byun Eng Dub
18.4 MB20m
SECTION 02. Concept
3.4 MB5m
SECTION 03. High-poly Work
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SECTION 04. Low-poly Work
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SECTION 05. Texturing
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SECTION 06. Rendering
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SECTION 07. Wrap-up
4 MB5m
Kwangbae Byun Eng Sub
14.3 MB10m
SECTION 01. ์˜ค๋ฆฌ์—”ํ…Œ์ด์…˜
10.3 MB5m
SECTION 02. ์ปจ์…‰
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SECTION 03. ํ•˜์ดํด๋ฆฌ ์ž‘์—…
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SECTION 04. ๋กœ์šฐํด๋ฆฌ ์ž‘์—…
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SECTION 05. ํ…์Šค์ฒ˜ ์ž‘์—…
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SECTION 06. ๋ Œ๋”๋ง ์ž‘์—…
0 B

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