
Duration 55h 28m Project Files Included MP4
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Title: Udemy – Design AAA Realistic 3D Mythic Game Boss Character
Info:
What you’ll learn
Sculpt high-detail armour in ZBrush
Build clean, game-ready topology in Maya
Bake professional-quality maps in ZBrush and Marmoset
Texture advanced materials in Substance 3D Painter
Render cinematic shots in Unreal Engine
Create a AAA-quality portfolio boss character
Design a Mythic Boss Character – Talisman Armor from Concept to Unreal Engine
In this in-depth class project, you will create a powerful game boss character built around a mystical talisman-infused armor. This is not ordinary protection. Each plate carries ancient markings, embedded relics, and spiritual seals that fuel the boss’s abilities and visual identity.
From 2D concept exploration to real-time rendering in Unreal Engine, you will learn a complete production-ready pipeline used in modern game development.
We will move step by step through concept design, high and low poly armour creation, UV mapping, baking, texturing, and final cinematic presentation.
2D Concept Design (Talisman Armour Development)
You will develop:
Silhouette exploration for a dominant boss presence
Layered armour pieces that feel ancient, ritualistic, and powerful]
By the end of this stage, you will have a strong blueprint that guides the entire 3D process.
High Poly Sculpting (ZBrush)
The armour is sculpted in ZBrush at high resolution to capture intricate details.
You will learn how to:
Build layered armour plates with believable thickness
Sculpt engraved talisman symbols and magical inscriptions
Create cloth, leather straps, metal damage, and surface wear
Add ornamental elements such as charms, seals, and relic fragments
Also Retopologize the armor for game-ready topology
The goal is to create a cinematic-quality high poly model that holds up in close-up shots.
Low Poly Creation & UV Wrapping (Maya)
After completing the high poly sculpt, we move into optimisation.
In Maya, you will:
Maintain clean edge flow for deformation and animation
Create efficient UV layouts for high-resolution texture maps
Optimize texel density for real-time engines
This stage ensures your boss character is ready for integration into a real-time pipeline.
Baking (ZBrush & Marmoset Toolbag)
Next, we transfer high-resolution details onto the low poly mesh.
You will bake:
Normal maps
Additional supporting maps for texturing
We will use ZBrush and Marmoset Toolbag to achieve clean, artifact-free bakes that preserve every engraved talisman and surface imperfection.
Texturing (Substance 3D Painter)
In Substance 3D Painter, the armor comes alive.
You will:
Create layered smart materials for metal, leather, cloth, and mystical stone
Paint emissive talisman symbols that glow with supernatural energy
Add edge wear, battle damage, oxidation, and dust buildup
Control roughness variation for realistic material response
The goal is to balance realism with fantasy, creating a boss that feels grounded yet powerful.
Rendering in Unreal Engine
Finally, we bring the boss into Unreal Engine for real-time presentation.
You will learn:
How to set up physically accurate materials
Implement emissive effects for glowing talismans
Configure cinematic lighting for dramatic impact
Optimize shaders for real-time performance
Present the boss in a portfolio-ready scene
The final result is a fully game-ready boss character rendered in Unreal Engine, ready to dominate a boss arena.
What You’ll Learn
Sculpt High-Detail Armor in ZBrush
Master hard surface and ornamental detailing techniques.
Build Game-Ready Topology in Maya
Optimize your character for real-time performance.
Bake Clean Maps in ZBrush & Marmoset
Preserve high poly detail without artifacts.
Texture Advanced Materials in Substance Painter
Combine realism, wear, and magical energy effects.
Render Cinematic Shots in Unreal Engine
Present your character with dramatic lighting and real-time polish.
Create a AAA Portfolio Boss Character
Apply industry-standard workflows used in modern game production.
Tools Used
ZBrush – High poly sculpting
Maya – Retopology and UV mapping
Marmoset Toolbag – Baking
Substance 3D Painter – Texturing
Unreal Engine – Real-time rendering and presentation
By the end of this class, you will have a fully realized talisman armor boss character that feels ancient, powerful, and production-ready. Not just a model, but a presence.
Who this course is for:
BEGINNERS
INTERMEDIATE
ADVANCE
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