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Triple-A Tier Facial Texturing & Rendering by Jason

Triple-A Tier Facial Texturing & Rendering by Jason

Author: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

Build photorealistic AAA game faces in Maya, ZBrush and Arnold β€” eyes, skin, brows, lighting and render.

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.

🎯 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

βœ… 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

πŸ“ 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.

πŸ§‘β€πŸŽ“ 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

πŸ§‘β€πŸ« About the Author

Jason (Che Isyuon, 제이슨) 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.

🏁 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
Curriculum

πŸ“‹ Course content

  1. Section 01. OT
      1. Orientation β€” instructor intro, industry trends and hiring landscape, course overview and direction
      1. Job information β€” current industry trends, hiring info, useful sites
  2. Section 02. Detail Work and Texturing Prep with TexturingXYZ
      1. Preparation β€” shortcuts and environment setup
      1. Preparing the sculpt stage β€” BaseMesh prep, finishing and staging the sculpt
      1. Multi-Channel Faces β€” TexturingXYZ info and usage, transferring correct sculpt data, fixing and refining the sculpt
      1. Texture Maps β€” UDIM setup, detail sculpting from generated maps, creating Normal, Displacement, Gloss and Color maps
      1. Eyebrows with XGen hair β€” XGen tool intro, building eyebrows, building hair
  3. Section 03. Building the Eyes
      1. Why eyes matter β€” importance of eyes with examples, core principles
      1. Eye texture maps β€” realistic eyes in Maya and TexturingXYZ, utility maps for believable eyes
  4. Section 04. Material Setup in Maya Arnold
      1. Costume production β€” LowPoly prep, Substance Painter basics and cautions
      1. Extracting required maps β€” maps for Arnold rendering, building render elements with ZBrush and tools
      1. Maya Arnold prep β€” Arnold rendering principles, Maya scene setup for Arnold
      1. Material setup β€” why skin texture matters with examples, realistic skin with SSS Skin Shader, bringing eye materials to life
  5. Section 05. Character Lighting in Arnold
      1. Lighting prep β€” character-matched HDRI setup, adjusting eye placement
      1. Eye realism β€” tearline sculpting and mask maps, tearline textures
      1. Tearline material setup β€” tearline material setup, caruncle and shadow maps
      1. Lighting β€” lighting theory basics, adding lights
  6. Section 06. Marmoset Render
      1. Maps for game engines β€” Marmoset basics, building Marmoset-ready maps and geometry
      1. Scene setup β€” material settings, adding lights
      1. Rendering and compositing β€” extra lighting and camera setup
  7. Section 07. Post-Production
      1. Final result in Photoshop β€” why post-production matters, photorealistic and dramatic finishing workflow

πŸ“’ 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
Triple-A Tier Facial Texturing & Rendering by Jason
NAME
SIZEDURATION
Jason Eng Dub
19.8 MB15m
Section 01. OT
10.4 MB10m
Section 02. Detail processing and texturing preparation using Texturing XYZ
9.3 MB5m
Section 03. Making snow
0 B
Section 04. Material setup in Maya Arnold
0 B
Section 05. Character Lighting in Arnold
0 B
Section 06. Marmoset render
0 B
Section 07. Post production
0 B
Jason Eng Sub
31 MB10m
Section 02. Texturing XYZ λ₯Ό μ΄μš©ν•œ λ””ν…ŒμΌ 처리 및 ν…μŠ€μ³λ§ μ€€λΉ„
0 B
Section 03. 눈 λ§Œλ“€κΈ°
0 B
Section 04. Maya Arnold μ—μ„œ Material set up ν•˜κΈ°
0 B
Section 05. Character Lighting in Arnold
0 B
Section 06. Marmoset render
0 B

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