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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)

  • Understanding the character creation pipeline for games

  • Introduction to MetaHuman and Unreal Engine

  • Importing and configuring MetaHuman characters

Skills Taught (8min)

  • Visual reference research and organization

  • Character concept development

  • Definition of style, proportions, and materials

  • Visual planning for efficient 3D production

Skills Taught (49min)

  • Blocking out clothing and accessories

  • Defining shapes, proportions, and volumes

  • Creating clean and organized geometry

  • Preparing base UVs for Marvelous Designer

Skills Taught (30min)

  • Creating garments using Marvelous Designer

  • Adjusting patterns and garment structure

  • Simulating realistic fabric behavior and folds

  • Preparing clothing for ZBrush sculpting

Skills Taught (15min)

  • Developing high-poly clothing models

  • Refining volumes and silhouettes

  • Sculpting primary fabric folds

  • Preparing the model for advanced detailing

Skills Taught (24min)

  • Advanced high-poly sculpting techniques

  • Refining proportions, volumes, and silhouettes

  • Applying shape design principles

  • Balancing detailed and resting areas

Skills Taught (23min)

  • Finalizing high-poly clothing sculptures

  • Creating fabric, stitching, and surface details

  • Using UV-based textures and ZBrush brushes

  • Balancing detail density for visual clarity

Skills Taught (42min)

  • Understanding game-ready retopology principles

  • Creating clean and optimized topology

  • Building efficient edge loops for deformation

  • Preparing meshes for animation and baking

Skills Taught (29min)

  • Applying retopology techniques in practice

  • Building optimized game-ready geometry

  • Improving topology flow and organization

  • Reinforcing an efficient retopology workflow

Skills Taught (25min)

  • Creating and organizing UV layouts

  • Optimizing UV island distribution

  • Maintaining consistent texel density

  • Preparing meshes for baking and texturing

Skills Taught (18min)

  • Applying UV mapping techniques in practice

  • Organizing and optimizing UV islands

  • Improving texture space efficiency

  • Reinforcing a production-ready UV workflow

Skills Taught (18min)

  • Understanding the fundamentals of texture baking

  • Understanding the high-poly to low-poly workflow

  • Learning the role of baked maps in game assets

  • Preparing for the practical baking process

Skills Taught (25min)

  • Setting up high-poly and low-poly models for baking

  • Configuring bake settings in Marmoset Toolbag

  • Creating Normal Maps and ID Maps

  • Preparing assets for texturing

Skills Taught (17min)

  • Understanding the PBR texturing workflow

  • Working with layers and material channels

  • Understanding Base Color, Metallic, Roughness, and Normal maps

  • Building a foundation for realistic and stylized materials

Skills Taught (71min)

  • Creating editable PBR materials

  • Working with layers, masks, generators, and Smart Materials

  • Adding color variation, wear, stitching, and graphics

  • Developing a flexible game-ready texturing workflow

Skills Taught (18min)

  • Creating leather materials for accessories

  • Texturing belts in Substance 3D Painter

  • Developing editable and reusable materials

  • Improving texture workflow efficiency

Retopology for Games

Skills Taught (18min)

  • Applying retopology techniques in production

  • Creating optimized geometry

  • Improving topology organization

  • Reinforcing game-ready mesh workflows

Course Conclusion

Skills Taught (33min)

  • Importing custom clothing into Unreal Engine

  • Configuring clothing for MetaHuman characters

  • Testing garments in real-time gameplay

  • Completing the full game-ready character clothing pipeline

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