THUNDEER'S 3D LEARNING RESOURCES
🦝 COMPLETE 3D CHARACTER WORKFLOW
Workflows for creating a 3D characters from start to finish.
Pick resources that fit your learning style, instead of brute forcing learning in a way you don't enjoy - that's why I tried including multiple options in each topic for you to pick from!
Resources
RESOURCES
💻 BLOG POSTS
Making The Thing: From Blockout to Render
Pablander Academy
How to sculpt and texture a demonic bust in Blender and Substance 3D Painter
Creative Bloq
Grumpy Goblin - Breakdown
Felipe Chaves
📺 YOUTUBE
The Secret to Hand-Painted | Pixel Peeps Weston Reid
J Hill
Step-by-Step ZBrush Tutorial | Turning 2D Concepts into 3D Characters
Kaktusbaer
Full 3D Character Workflow Explained - Sculpting, Retopo & Textures
FlippedNormals
How to Create a Full Character in 3D - Workflow Explained
FlippedNormals
How Overwatch 2 Heroes Are Created
Water Overwatch 2
Every 3D Character Modelling Step Explained In 20 Minutes
Kenny Praise
Creating SpongeBob with Blender, Zbrush and Substance Painter
Outgang
Creating An ARCANE Style Character
Stu Lloyd (CG Stu)
The Complete AAA VIDEO GAME Character Art Pipeline
Jared Chavez
How to Make Game Character | Full Workflow
Art of Haf
The Full 3D Character Workflow Explained [BEGINNERS GUIDE]
Stylized Station
The ULTIMATE Guide to Creating 3D Characters in 2025
Stylized Station
How to Have More Fun Creating 3D Characters in Blender
CG Boost
How a Master Zbrush Artist Sculpts and Poses a Character -- with Marco Plouffe
Outgang
👨🎓 STANDALONE COURSES
PAID ($99)
The Making of Hellboy : Modeling & Posing
Evolving Studio
PAID ($110)
AAA Game Character Creation | Step by Step Guide | Full Course
Hafez Yadollahi
FREE
2D and 3D Character Design in Photoshop and Blender - Concept to Final Render
The Gnomon Workshop, Francesco Guarini
FREE
Character Production
Dekogon Studios, Daniel S. Rodrigues
FREE
Character Accessories Production
Dekogon Studios, Daniel S. Rodrigues
FREE
Building an Original Character
Envar Studio, Pedro Krüger, meesh chen, Ilse Harting
PAID ($129)
Creating a Souls Boss in ZBrush
FlippedNormals
PAID ($129)
Advanced Characters for Game Cinematics
FlippedNormals, Ben Erdt
PAID ($69)
Majora: Stylized Character Sculpting
FlippedNormals
PAID ($175)
Creating Creatures for Games
FlippedNormals
PAID
Realistic Character Creation | Full 3D Tutorial Series
Workflow Write-up
WORKFLOW
A mix of tips gathered from the resources listed before, and my own personal notes
1 - References & Sketches
Gather a LOT of references (separated between groups for each element)
If you're not matching a single reference, ideally have concept arts / sketches - with defined color palette and aesthetics
Ideally have a main reference to work from, concept or photo
Write notes with planning on details, information about the character, mood, story etc.
Sketches for front, side and top view
2 - Blockout
In Zbrush:
Create base shapes using separated primitives
Focus on silhouette and proportions
Add color as soon as possible
Separate clothing elements - as well as eyes - in different subtools for more control
Save backups as Tools! You can also load them up to use as a before and after comparison
3 - Primary shapes
Merge base shapes of connected parts (ex.: limbs to body) using Remesh by Union
Sculpt the broad masses.
OPTIONAL: Clothes in Marvelous Designer
Create patterns and simulate cloth over Primary Shapes avatar
Export clothes as .OBJ. Thin, Unweld, Quads
Zremesher in Zbrush
Sculpt memory folds, wear, and tear if needed (don't do this if you're going to do a animation on Marvelous later)
Separate character pieces in a way where each piece don't touch each other, to avoid issues when baking
4 - Secondary shapes
5 - Retopology
Manual Retopology for low poly model
Export highest subdivision model to Blender and do manual retopology (ex.: Retopoflow)
In retopology, final check for ngons
6 - UV Unwrapping
Add seams and unwrap
Seams on areas you want to separate for Substance Painter
7 - Tertiary shapes
Import low poly with UV's back to Zbrush
8 - Baking & Texturing
Create a new blank texture in Blender for each texture set (for separation in Substance Painter)
Separate character pieces in a way where each piece don't touch each other, to avoid issues when baking
Do the texture baking on Substance Painter using a high and low poly version of your model
Substance bake settings:
Iterate over your textures, and do tests on the render engine you're using. Do a first rough pass on textures, export to the target render engine
9 - Rigging & Weight Painting
10 - Posing
This thread will be constantly updating.
(Last updated: 07/09/2026)