Course overview Course overview
Stylize cartoon to comic-realism characters
The main objective of this class is to understand the process of creating a stylized character, and to have a finished stylized character at the end of the course. Students will start out by gathering their favorite concepts then laying down a foundation with fundamentals of the form. Students will go from primary forms to secondary forms which really boils down what it takes to make a stylized character. Furthermore, the course will go over features of the body and face to create that sense of appeal. What students will get out of this class is understanding how to get a stylized character from start to finish.
Stylized Characters in 3D WHAT YOU’LL LEARN
The more you know, the better.
Igniting your imagination
Hannah Kang works as a Digital Sculptor and Designer at Dreamworks Animation in Los Angeles, California, previously worked at Legacy Effects Studio. Hannah believes her best art makes you laugh! Your art is at its best when you know what you want it to do! Hannah Kang graduated the Gnomon School of Visual Effects in 2014. Hannah has been delivering characters, creatures, and assets on projects like Guardians of the Galaxy Vol 2, Avengers: Infinity War, Pacific Rim 2, Underwater and many more. Legacy provides one of the industry's most diverse portfolios requiring you to work on projects styles ranging from Call of Duty, Doom, and Crash Bandicoot to Avengers, Iron Man and the Georgia Lottery's Flying Pig!!!. While Legacy tends to focus on real-world translation of costumes and character builds that are created to be worn by actors. Hannah's personal style is often referred to as "bleedingly cute," showing a love for a feature animation style and a strong side of dorkiness--all with the aim of making viewers' first response to laugh out loud. Hannah has been teaching professional and student artists improve their portfolios for the past two years, and considers herself a student still--with a strong pursuit of continuous education. Hannah would like to someday work on children's books and create a universe of her own.
Stylized Characters in 3D Student gallery
winter TERM Registration
Oct 21, 2019 - Feb 3, 2020
Hannah Kang is an exceptionally talented artist that brings a real world perspective on how to execute at the highest levels of the entertainment industry. Hannah gives excellent instruction, insight and direction on what principles to focus on when articulating aesthetics and design in 3D space. Being able to learn from Hannah in a live Q&A environment with weekly dialogue has really helped expedite my learning and progress. Hannah’s class is much appreciated and highly recommended.
Honestly, Hannah is the best instructor I've had since graduating university.
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What makes this learning experience unique?
Receive personal individual feedback on all submitted assignments from the industries best artist.
1+ Year Access
Enjoy over 365 days of full course access. This includes all lectures, feedback, and Live Q&A recordings.
Certificate of Completion
Earn a Certificate of Completion when you complete and turn in 80% of course assignments.
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The Warrior Sculpt
Interview with Christian Gonzalez
Christian Gonzalez took CGMA‘s class Stylized Characters in 3D and talked about the Warrior project created during it.
My name is Christian Gonzalez, I am a Chicano artist born and raised in Santa Ana, CA. I am a graduate from California State University Fullertonwhere I got a bachelor degree in Fine Arts in Entertainment Art/Animation. I currently work as a 3D Visualization artist at Norman International Inc. I have also interned and freelanced for Gadget-Bot Production where I created a couple of characters for their I.P. (Kaidro the Awakening) In the next upcoming months I hope to join my fellow titans and colleagues in the animation industry creating characters and worlds that bring every animation to life.
Ever since I was at CSUF I’ve wanted to expand my knowledge in 3D, especially character modeling and countless times I was suggested to take a course at CGMA. It was 1 year and a half after graduating school and many stubborn attempts into teaching myself how to properly create a stylized model that I decided to start my journey at CGMA. Honestly, it was the best decision I have made. I learned so much from Hannah Kangin 3 months than what I learned in a year and a half on my own. For this course, I wanted to understand a more cohesive approach to creating a character from a concept. I also wanted to gain speed and knowledge into how to fix any issues I could possibly have with any form of a model like this.
Going into this course I already had an understanding of a character pipeline in ZBrush. This allowed me to focus on Hannah’s main objective for this course which was making the concept come to life. Hannah broke down the process of creating a character to a T. During the first week, we picked out a concept. Out of the 3 characters I had gathered the Warrior by Anton Voronovich stood out the most to me for its distinct shape. I loved the proportions of this character and I knew this character would turn out great. Throughout the weeks Hannah sculpted alongside us so if we ever had any question of how something was done, we would know how to solve it. She is one of my favorite instructors alongside many from CSUF. She taught me how to read a concept and create a mesh that was studio-quality.
Start of the Character
When it comes to creating a unique and neat-looking stylized character I am the kind of person who isn’t afraid to push forms or start a model over if it is not working for the project. Luckily, I didn’t have to start this character over except for usual touch-ups.
After selecting my concept I mapped out my character with paintovers. Hannah pointed out that they would allow us to see the different parts we would need to complete our character. A simple but necessary step for a character like the one I selected with such dramatic proportions throughout his body.
Next step was blocking out the form into simplified shapes. In this case, I used a combination of spheres cut up and transformed to create the base mesh.
Detailing & Working in Maya
For detailing, I relied on two of my favorite tools which are Anatomy for 3D Artist by 3D Total and male anatomy figure also by 3d Total. After preparing the blockout mesh I dynameshed the pieces together and started to cut out planes and add secondary forms and muscles.
In the week that followed, I got pretty far in the model and decided to bring the character into Maya for retopology. After that, I started modeling the clothing.
My sword and other small props are all created within Maya. I blocked out the proportional shapes with primitives, then subdivided and manipulated the mesh in order to get the shape I wanted.
To make a character feel organic one must understand the body mechanics of a human really. Whether you are going stylized or more realistic, a general understanding of anatomy is key in order to make something look real and not bizarre. Now, to get a pose to look more organic, I usually study the human form and take reference that will allow me to create the subtlety in the pose that makes every overlapping mark work together to get a clean and organic result. Hannah said that silhouette is key and no matter what pose you go for, remember to balance your character.
When it comes to texturing a character whether it being stylized or not I always try to keep it as close to the concept as I can. For this character, in particular, I painted as I modeled in order to get a better feel of the character.
Once the model was complete it was time to render for presentation. Since this course focused mainly on the process of creating a stylized character in ZBrush I decided to use Keyshot. This external renderer allowed me to play with different HDRI lights and get great previsualization render as well as add different materials with no UVs.
To anyone who wants to improve their craft, I highly recommend checking out CGMA and their online courses taught by professional studio artist. It helped me develop a better eye for modeling. Thank you, CGMA and Hannah Kang for your awesome course!
Christian Gonzalez, 3D Artist
Interview conducted by Kirill Tokarev
Crafting a Stylized Character: ZBrush-Maya Workflow
Interview with Nabil Chequeiq
Hello, my name is Nabil Chequeiq, I’m originally from Morocco and I love 3D character art. For someone like me, it was hard to specialize in character art in Africa, especially since there’s no one to learn directly from, so I spent the last couple of years developing skills on my own. Recently, I had the chance to move to the USA to learn more and after that, I moved to Canada to work at ReelFX.
Working with someone from the industry and having the chance to talk to this person is a really great experience, especially if you enjoy what this person does. Before CGMA, I didn’t have an established workflow, but during the course Stylized Characters in 3D, Hannah Kang showed us the way she works and I enjoyed it. Now, every time I want to start a new project, I use the same workflow learned at CGMA. I recommend this class to everyone who wants to learn stylized character art.
Start of the Character
I chose to work on my own design, so Hannah told me to do work on shapes to develop a better idea of my character. Then, she chose the most appropriate shape that would serve my design best. When working out the idea, I started playing with cylinders and other forms – I found them to be easy to manipulate as you have more control over them. The biggest problem here was to envision the final result in my head and try to transfer it into 3D.
Most of the accessories were either created in ZBrush and retopologized in Maya or made from scratch directly in Maya. I’m a traditional box-modeler so if I want to start an asset in Maya, I choose a plain or a box with low resolution and then keep iterating as I go. If I want to do something in ZBrush, I use a simple curve brush, then export the result into Maya with a plugin called Styx to add holes and edges. Styx is a really a good export-import tool that makes my life so much easier.
For UVs, I really like to utilize the UV tool in Maya 2018. The biggest challenge with UVs is to know where to put your seams, plus don’t forget to add holding edges to your geometry so that if you smooth the object you don’t have stretching textures. It took me some time to figure out the right places for my seams because I wanted to use Substance Painter for texturing instead of Mari. I had to be careful with the cuts.
For detailing, I used Substance Painter and Arnold (for rendering) and for the small cloth details, I used XGen’s hair generation system. Then, I applied a hair material with the same texture I have on the object to make the overall colors uniform.
For the leather, I looked for a lot of references on the internet to learn how the leather is made. After the research, I jumped to Substance Painter and began exploring and testing different custom and smart materials to match the real-life references. For the stitches and seams, I used a MultiTool Pack for Substance I found here. It’s really a good painter brush that has all the seems and stitches I needed for the project.
I started using XGen only recently but I have found it really good and easy to work with. As a beginner, I don’t start directly in Maya and always use ZBrush to create my hair base. Then, I go to Maya to extract curves and convert them into guides. During the process, I faced a problem as I didn’t know how to give the hair multiple color gradients. What I did is create separate groups and then give each group its own gradient with some variety which worked perfectly as I had more freedom in terms of colors and control. For those who want to learn XGen, I recommend Tarkan Sarim, he is a really good teacher.
For me, every project has its own challenges from defining shapes to rendering or material and I learn new things every time. A good way to test your character is to ask people for feedback and always try to work outside of your comfort zone to learn more and more. During this particular project, I was fortunate enough to have the chance to talk to Hannah Kang and get feedback from her. And don’t be afraid of re-doing things!
Nabil Chequeiq, 3D Character Artist
Interview conducted by Kirill Tokarev