Game Character Workshop - Sculpting Napoleon | UArtsy
Game Character Workshop - Sculpting Napoleon
Magdalena Dadela

Magdalena walks through her process for creating the Napoleon character. Magdalena uses ZBrush, Topogun, and Marmoset.

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The 5 most important lessons:

  1. Create highly realistic characters for game production from start to finish.
  2. How to create detailed clothing and accessories.
  3. Understand how to effectively retopologize and UV characters.
  4. Using advanced texture techniques to produce stunning texture maps.
  5. Rendering characters in Marmoset Toolbag for professional presentation.
Course Outline
Project 1 : Creating the Napoleon Hi-Res Model
Magdalena sculpts the entire Napoleon character in ZBrush.
17 Lectures
Lecture 3  13:22
Refining the head sculpt
Lecture 4  12:05
Head - Skin details
Lecture 5  18:00
Upper Body
Lecture 6  41:57
Upper Body and Props
Lecture 7  16:03
Lower Body and Props
Lecture 8  11:50
Modelling Napoleon's Hat
Lecture 9  18:17
Setting up Napoleon for Sculpting
Lecture 10  21:07
Sculpting Clothing Folds
Lecture 11  41:44
Sculpting Leather Belt
Lecture 12  22:16
Adding Additional Cloth Geometry and Refining Props
Lecture 13  19:31
Sculpting the Hands
Lecture 14  17:37
Detailing the Belt and Hat
Lecture 15  12:16
Sculpting Hanging Cloth Geometry
Lecture 16  19:03
Sculpting the Coat Embroidery
Lecture 17  05:21
Baking Maps for Embroidery
Project 2 : Retopology, UVs, Texturing, and Rendering
Magdalena creates the low res, UVs, and bakes out textures for the Napoleon character, and renders in Marmoset Toolbag 1.
9 Lectures
Lecture 1  14:25
Retopo the high-res sculpt
Lecture 2  24:01
Fixing UVs on the character
Lecture 3  25:28
Starting to Texture
Lecture 4  11:53
Texturing Continued
Lecture 5  26:30
Texturing the Head
Lecture 6  14:36
Detailing Cloths Textures
Lecture 7  15:04
Detailing Cloths Textures Part 2
Lecture 8  16:55
Texturing the Hair
Lecture 9  07:06
Rendering in Marmoset
Student Projects

About the instructor

Magdalena began her career in Dundee as a character artist for Real Time Worlds before moving to Montreal to work for Ubisoft’s cinematic studio. For the next 4.5 years she also worked for Ubisoft Digital Arts and Ubisoft’s games studio on titles like: Assassin’s Creed, Assassin’s Creed Revelations, Assassin’s Creed 3, as well as the cinematic projects like Assassin’s Creed Lineage and the movie, Predators. In July 2011 she joined Guerrilla Games, a division of Sony Computer Entertainment Europe, as a Senior Character Artist where she worked until December that same year. Magdalena is currently employed as a Senior Character Artist at Ubisoft’s new studio in Toronto, Canada, most recently working on the video game, Splinter Cell: Blacklist.