Basics of Creating Game Characters - Introduction

by Bruno Santos in Tutorials

on April 14th, 2017

This post is part of series called Basics of Creating Game Characters

In this series of tutorials we will cover a full workflow with tips that will help you to understand the process used in creating game characters. We will cover Sculpting, Modeling, Retopology, UV setting, Texturing and Baking and Lighting. Although this a beginner’s tutorial, you will enjoy it much more if you have a basic knowledge of polygonal modeling, sculpting and anatomy. We will be using Zbrush, Maya, UV Layout, Substance Painter, Photoshop and Marmoset.

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Hi guys, I’m very glad to have bee invited by CGAfrica to come up with a series of tutorials where I will show you my methods of creating character for games.
For this tutorial I am using Potira- that's my latest character design project. Potira - Salvando a Amazônia, is an indie Brazilian game. We are in proccess of creating the full version of the game. You can find out more about the project here.

It is good to have in mind that character design for games is a very complex process and the method used varies from one studio to another; but the secrete is practice and practice.The more you practice, the more you get adapted - the only way is to study and work hard. But I will try and make the tutorials as simple as possible.



In these series of tutorials we will cover a full workflow with tips that will help you to understand the process used in the industry. Basically we will cover Sculpting, Modeling, Retopology, UV setting, Texturing and Baking and Lighting for beauty render.  



Although this a beginner’s tutorial, you will enjoy it much more if you have a basic knowledge of polygonal modeling, sculpting and anatomy. I will be using Zbrush, Maya, UV Layout, Substance Painter, Photoshop and Marmoset, it doesn’t mean you need to know all these tools; I will try and make it easy to get the theoretical parts and the very basics of each of them.



I have split the tutorial in 7 modules, so you can get more out of it. See the content division below:



  1. Getting references. Workflow: Photoshop.

  2. Blocking out: Workflow: Zbrush and Photoshop.

  3. Primary details. Workflow: Zbrush.

  4. Secondary and third party details. Workflow: Zbrush.

  5. Card Planes - Hair and Feathers. Workflow: Zbrush and Maya.

  6. Retopology “In Game”: Workflow: Zbrush and Maya.

  7. Texturing and Baking: Workflow: Zbrush, Substance Painter and Photoshop.

  8. Lighting and shading - Rendering. Workflow: Marmoset and Photoshop.


Looking forward to sharing this with you. Feel free to drop me questions or comments in the comments section below.

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