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Creating a Character for Games: Vol. 1

A Workshop
by Omid Moradi

From Concept to Final Sculpt using ZBrush, Maya & Marvelous Designer with Omid Moradi

intermediate
4h 48m 12s
12 Lessons
A Workshop
by Omid Moradi
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This comprehensive workshop covers the entire process of sculpting a 3D game character from scratch using industry-trusted techniques. Omid Moradi, a lead character and creature artist/sculptor, presents his tried-and-tested workflow for crafting AAA game characters using industry-standard software, ZBrush, Maya and Marvelous Designer. This 4.5-hour workshop is designed for mid-level and senior character artists who are already familiar with 3D character creation but want to deepen their understanding and elevate their skills.


Omid discusses why paying close attention to each step of the game character creation pipeline is essential. He demonstrates how to sculpt the face and body of a character from scratch, rather than relying on preexisting assets, and shows how to efficiently block out a character while being mindful of the forthcoming steps. The creation process of various materials, including fabric, leather and metal, is also covered. Omid also offers professional insights into anticipating potential issues and preventing them from occurring while following industry practices.


By completing this workshop, artists will have a deep understanding of how to break down complex designs into smaller, manageable parts and prioritize each step of the pipeline to create any intricate design in 3D successfully. The techniques learned will be helpful for artists to turn to time and again.


Assets utilized by Omid in this workshop include 3D Scanstore’s Animation Ready Body Scan (Male 02) for the hands and feet and Texturing XYZ’s Tsoy Face 58 for the face.


Watch Creating a Character for Games: Vol. 2 to continue your game-character creation journey with Omid Moradi.

12 Lessons

01Reviewing the 2D ConceptFree

Omid Moradi's workshop on character sculpting establishes that thorough concept analysis and planning are a crucial step before beginning the 3D process. Omid addresses key questions about primary focus areas and shape language to ensure the character works effectively within the intended game genre.

Duration: 14m 59s

Reviewing the 2D Concept
02Sculpting the Body & Face using ZBrush

Omid Moradi goes over a shape-focused but flexible approach to character sculpting for video games. Artists learn to sculpt from scratch rather than relying on pre-made base meshes to achieve unique character designs while maintaining production efficiency.

Duration: 24m 56s

Sculpting the Body & Face using ZBrush
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03Blocking out the Costume: Part 1

The block out stage is fundamentally about problem-solving and answering questions before committing to detailed work. Omid focuses on translating the 2D concept into functional 3D forms and establishing proper silhouettes from all angles. By addressing technical constraints and functional concerns early through quick iteration, artists can avoid costly mistakes later in the production pipeline while maintaining creative flexibility.

Duration: 51m

Blocking out the Costume: Part 1
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04Blocking out the Costume: Part 2

This lesson reveals that the block-out stage is fundamentally about exploration and problem-solving rather than perfection. Artists learn to work quickly and boldly using rough sculpting techniques to test design ideas and establish major shapes without fear of mistakes.

Duration: 23m 52s

Blocking out the Costume: Part 2
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05Adding Skin Detail to the Body & Face Using 3D Scans

Omid Moradi demonstrates an efficient approach to adding realistic skin detail using 4D scans while keeping artistic control over character shapes. Omid uses a layer-based technique for toggling detail on and off, allowing for the refinement of underlying forms even after applying high-resolution textures. Working methodically through subdivisions and regularly checking the character in context helps achieve realistic skin while avoiding common technical pitfalls.

Duration: 17m 24s

Adding Skin Detail to the Body & Face Using 3D Scans
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06Preparing Clean Base Meshes for the Final Sculpt

In this lesson, artists learn to prioritize control and efficiency by investing time in proper base mesh topology before sculpting. Having clean, separated fabric layers with proper flow direction ultimately speeds up the process and produces superior results. This deliberate planning ensures that applying fabric textures and realistic overlapping layers becomes much more controllable in ZBrush.

Duration: 25m 9s

Preparing Clean Base Meshes for the Final Sculpt
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07Sculpting Fabrics & Folds

Sculpting believable fabric takes time and requires understanding tension points and how they fold. Omid explains that avoiding continuous visible folds by layering fabric and hiding endpoints is a critical insight for increasing realism. Studying classical art references and refining folds from multiple angles leads to professional results that successfully convey different material behaviors.

Duration: 38m 56s

Sculpting Fabrics & Folds
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08Sculpting Leather Pieces of the Costume

Artists will learn a strategic approach to sculpting leather that prioritizes efficiency and information density. Understanding leather's unique material properties allows for building detail in layers to simplify the texturing process. Sculpting directional details early represents a time-saving workflow that produces more convincing and readable results in the final character model.

Duration: 24m 41s

Sculpting Leather Pieces of the Costume
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09Making Different Types of Stitches

Creating convincing stitches requires a balance between procedural efficiency and manual refinement. Omid explains that the difference between good and great characters lies in the time spent hand-adjusting individual elements. Not skipping these minor finishing touches ensures that characters reveal more appealing details the longer they are observed, creating production-quality assets.

Duration: 30m 48s

Making Different Types of Stitches
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10Adding Different Types of Chains & Jewelry

This workflow allows for artists to quickly add chain details to 3D characters without the need for manual duplication. Artists learn to use the three-polygroup system and guide geometry to create professional-looking accessories that wrap naturally around a surface. This versatile technique can be adapted for various decorative elements, making it an essential skill for any character artist.

Duration: 6m 21s

Adding Different Types of Chains & Jewelry
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11Adding Details to Metal Decorations

This lesson reveals that high-poly detailing comes from pairing technical efficiency with artistic control. Omid shows how strategic use of ZBrush tools can create convincing metal surfaces without over-detailing. Recognizing that refinement is endless helps in setting clear stopping points that still achieve professional results for practical project completion.

Duration: 21m 22s

Adding Details to Metal Decorations
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12Finalizing the Character with Extra Details

In this final lesson, Omid addresses the struggle artists face between knowing when to stop and the need to perfect work. Artists learn that returning to refine a piece is valuable when done strategically, ensuring details read well from various distances and angles.

Duration: 8m 44s

Finalizing the Character with Extra Details
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Primary tools

For this workshop you’ll need:

Marvelous Designer
Maya
ZBrush

* Note that these programs and materials will not be supplied with the course.

Skills Covered

Who’s this Workshop for?

This workshop is specifically designed for mid-level and senior character artists who already have foundational experience in 3D character creation. It's ideal for professionals working in game development and want to refine their workflow and learn industry-standard techniques using ZBrush, Maya, and Marvelous Designer.


Junior artists looking to advance their skills and freelance sculptors seeking to understand AAA game production pipelines will also benefit significantly. The comprehensive approach helps artists develop systematic thinking for complex character creation while learning to anticipate and prevent common production issues that arise in professional game development environments.

Learning Outcomes

After completing this workshop, artists will have developed a comprehensive understanding of the complete AAA game character creation pipeline and professional workflow optimization.


Key skills include:

  • How to sculpt detailed character faces and bodies from scratch without relying on preexisting assets.
  • How to efficiently block out characters while maintaining awareness of subsequent pipeline steps and requirements.
  • How to break down complex character designs into smaller, manageable components for systematic production.
  • How to create realistic materials including fabric, leather, and metal textures using industry-standard techniques.
  • How to anticipate potential production issues and implement preventive measures throughout the creation process.
  • How to prioritize each pipeline step effectively to successfully execute intricate 3D character designs.
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Workshop
Creating a Character for Games: Vol. 1
From Concept to Final Sculpt using ZBrush, Maya & Marvelous Designer with Omid Moradi
A Workshop by Omid MoradiLead Character & Creature Artist / Sculptor
intermediate
4h 48m
12 Lessons
Instructor Omid MoradiLead Character & Creature Artist / Sculptor

Omid Moradi is a Lead Character Artist at Blizzard Entertainment, specializing in bringing 2D designs to life as fully realized 3D characters and creatures.


Growing up with artist parents, Omid began seriously pursuing art and 3D at age eleven. Inspired by behind-the-scenes footage of The Lord of the Rings, he devoted years to self-directed practice, earning his first full-time role as a 3D character artist in advertising at just eighteen.


Over a career spanning more than fifteen years, Omid has worked across video games, cinematics, and film, contributing to iconic franchises including Diablo, Halo, Batman, Transformers, Gears of War, Magic: The Gathering, Hellblade II, Dead Island, Valorant, The Wheel of Time, and the live-action The Little Mermaid.


Known for his technical expertise and creative vision, Omid combines deep artistic skill with leadership, guiding teams to transform concept art into immersive, high-quality characters and creatures.

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