

3D Modeling for Games - Complete Armor & Equipment Pipeline
Learn from beginner to advanced with a comprehensive course that covers every essential step required to create high-quality 3D assets for game characters. Through a hands-on approach, you'll learn how to design and produce armor, clothing, and equipment using a professional production workflow.
Join > Learn > Build > Get Paid
Professional Opportunity: Students who successfully complete the course and submit an approved final project will have the opportunity to work on a paid project with a partner studio. This project can cover up to 100% of the course investment.
Secure your spot today and take the first step toward becoming a professional 3D game artist!
What will you learn?
- Digital Sculpting – Create detailed shapes and unique designs
- 3D Modeling – Build efficient, game-ready assets
- UV Mapping & Baking – Optimize models for high-quality texturing
- Professional Texturing – Apply realistic materials and surface details
You'll also learn a fast, semi-automated skinning workflow, allowing you to fit your equipment directly onto a MetaHuman and finalize your character inside Unreal Engine.
Skills Taught (21min)
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Understanding the character creation pipeline for games
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Introduction to MetaHuman and Unreal Engine
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Importing and configuring MetaHuman characters
Skills Taught (8min)
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Visual reference research and organization
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Character concept development
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Definition of style, proportions, and materials
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Visual planning for efficient 3D production
Skills Taught (49min)
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Blocking out clothing and accessories
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Defining shapes, proportions, and volumes
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Creating clean and organized geometry
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Preparing base UVs for Marvelous Designer
Skills Taught (30min)
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Creating garments using Marvelous Designer
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Adjusting patterns and garment structure
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Simulating realistic fabric behavior and folds
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Preparing clothing for ZBrush sculpting
Skills Taught (15min)
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Developing high-poly clothing models
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Refining volumes and silhouettes
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Sculpting primary fabric folds
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Preparing the model for advanced detailing
Skills Taught (24min)
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Advanced high-poly sculpting techniques
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Refining proportions, volumes, and silhouettes
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Applying shape design principles
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Balancing detailed and resting areas
Skills Taught (23min)
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Finalizing high-poly clothing sculptures
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Creating fabric, stitching, and surface details
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Using UV-based textures and ZBrush brushes
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Balancing detail density for visual clarity
Skills Taught (42min)
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Understanding game-ready retopology principles
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Creating clean and optimized topology
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Building efficient edge loops for deformation
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Preparing meshes for animation and baking
Skills Taught (29min)
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Applying retopology techniques in practice
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Building optimized game-ready geometry
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Improving topology flow and organization
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Reinforcing an efficient retopology workflow
Skills Taught (25min)
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Creating and organizing UV layouts
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Optimizing UV island distribution
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Maintaining consistent texel density
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Preparing meshes for baking and texturing
Skills Taught (18min)
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Applying UV mapping techniques in practice
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Organizing and optimizing UV islands
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Improving texture space efficiency
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Reinforcing a production-ready UV workflow
Skills Taught (18min)
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Understanding the fundamentals of texture baking
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Understanding the high-poly to low-poly workflow
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Learning the role of baked maps in game assets
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Preparing for the practical baking process
Skills Taught (25min)
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Setting up high-poly and low-poly models for baking
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Configuring bake settings in Marmoset Toolbag
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Creating Normal Maps and ID Maps
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Preparing assets for texturing
Skills Taught (17min)
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Understanding the PBR texturing workflow
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Working with layers and material channels
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Understanding Base Color, Metallic, Roughness, and Normal maps
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Building a foundation for realistic and stylized materials
Skills Taught (71min)
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Creating editable PBR materials
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Working with layers, masks, generators, and Smart Materials
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Adding color variation, wear, stitching, and graphics
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Developing a flexible game-ready texturing workflow
Skills Taught (18min)
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Creating leather materials for accessories
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Texturing belts in Substance 3D Painter
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Developing editable and reusable materials
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Improving texture workflow efficiency
Retopology for Games
Skills Taught (18min)
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Applying retopology techniques in production
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Creating optimized geometry
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Improving topology organization
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Reinforcing game-ready mesh workflows
Course Conclusion
Skills Taught (33min)
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Importing custom clothing into Unreal Engine
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Configuring clothing for MetaHuman characters
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Testing garments in real-time gameplay
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Completing the full game-ready character clothing pipeline
