Leveraging all of the skills learned throughout her career, Colleen Larson, a Senior Character Artist at Naughty Dog, takes you through her entire process of bringing a character to life in 3D. The workflow showcased is a modified version of the game art pipeline she follows daily in her professional role.
This workshop is intended for anyone who would like to gain a holistic view of how a character is created from initial ideation and reference gathering through to the final render. Foundational knowledge of ZBrush, Maya, Substance Painter, and Marmoset Toolbag is recommended, but this workshop will provide a brief overview of each software used for those interested.
Throughout this 3-hour tutorial, Colleen shares her approach to preparing for a 3D character project, demonstrates head and likeness sculpting in ZBrush, instructs how to create realistic clothing using Marvelous Designer, shows how to create impressive hair using XGen, and explains how to texture the character using Substance Painter. She then walks through the process of rendering the bust in Marmoset Toolbag to create the final images and videos to showcase in a portfolio.
In addition to sharing her professional techniques, Colleen discusses her philosophies for staying creative throughout the process. If you are passionate about character art and want to know how to push it to the next level, or simply curious and want to learn more about how it’s done, this tutorial will provide essential insights to help you level up your 3D characters.
The 3D Scan Store Free Base Mesh and the 3D Scan Store HD Male Head 23 are utilized in this workshop. A .txt file containing links to the other resources that Colleen found helpful with her project is also provided as a project file.
11 Lessons
In Colleen's introductory lesson, she explains how successful character creation begins long before opening 3D software. By establishing clear goals, developing a rich narrative foundation, gathering comprehensive references, and organizing project files systematically, artists can maintain momentum throughout the lengthy character-creation process.
Duration: 6m 39s
This comprehensive lesson emphasizes that quality character work requires patience, proper preparation, and systematic workflow management. Colleen's approach of combining technical preparation (base mesh setup, layer organization) with artistic principles (anatomy knowledge, reference gathering, early visualization) provides a solid foundation for character artists. Most importantly, the lesson reinforces that achieving professional-quality results takes considerable time and multiple passes, and that a non-destructive, layer-based workflow allows artists to experiment fearlessly and refine their work iteratively without losing progress.
Duration: 20m 37s
This lesson emphasizes that creating professional character art requires both technical skill and the right mindset. An iterative feedback process (combining self-critique, peer input, and constant testing in proper rendering environments) is essential for achieving accurate likeness. Equally important is developing resilience, maintaining balance, embracing continuous learning, and building community connections. Colleen teaches how success comes from persistent, incremental progress guided by the mantra "finished, not perfect."
Duration: 13m 42s
XGen is often described as "temperamental and frustrating," but it is ultimately worthwhile for professional character artists to learn. This lesson emphasizes that patience and iteration are essential. Colleen demonstrates that the same basic workflow (curves → guides → density masks → modifiers) applies universally, whether creating scalp hair, eyebrows, or beards. While Colleen isn't shooting for perfection, her workflow reflects solid progress, grounded in understanding fundamentals and accepting that learning XGen is an ongoing process of refinement and problem-solving.
Duration: 14m 31s
This lesson demonstrates a professional workflow for creating realistic character clothing in Marvelous Designer, emphasizing that it serves as a foundation rather than a final solution. Colleen’s approach balances technical precision of proper scaling, particle management, and simulation control with artistic decision-making through iterative design refinement and careful reference study. Her workflow ultimately produces well-simulated, layered garments that require further sculpting in ZBrush, highlighting how Marvelous Designer fits into a larger character-creation pipeline for achieving natural, believable costume designs.
Duration: 20m 40s
This lesson establishes a practical middle ground approach to character clothing between high-detail sculpting and game-ready optimization. By combining Marvelous Designer's simulation capabilities with ZBrush's sculpting tools and Maya's technical cleanup capabilities, artists can learn to create garments with clean topology, functional UVs, and realistic detail suitable for rendering and further refinement. Colleen's emphasis on layer-based workflows and proper UV transfer ensures non-destructive editing while maintaining the sculptural quality needed for high-end character work.
Duration: 16m 55s
This lesson provides a comprehensive workflow for transforming simulated clothing into polished, realistic garments while efficiently creating supporting props. Colleen’s emphasis on observing fabric behavior, maintaining clean topology, and creating convincing interactions between elements demonstrates professional-level attention to detail. By combining multiple software tools and balancing perfection with intentional imperfection, Colleen's methods enable artists to achieve believable, production-quality character assets while managing time effectively.
Duration: 18m 34s
This comprehensive lesson demonstrates how finalizing a character head requires patience, anatomical knowledge, and constant refinement. The key takeaway is that realistic character sculpting isn't just about adding details; it's about understanding how facial anatomy works together, from muscle activation creating expressions to how skin folds and wrinkles form over time. By working methodically through multiple passes, using reference materials, and maintaining a non-destructive layer-based workflow, artists can learn how to create naturalistic, compelling character heads ready for texturing.
Duration: 14m 7s
This comprehensive texturing lesson emphasizes professional organization, non-destructive techniques, and strategic enhancement over pure realism. The "stage makeup" approach of subtly enhancing features to make them read better in renders demonstrates how technical skill combines with artistic judgment in character work. By front-loading setup work with proper naming conventions and anchor points, artists can learn how to create flexible, easily updateable texture files that accommodate inevitable iteration throughout the character development process.
Duration: 26m 4s
This comprehensive texturing lesson demonstrates a professional, systematic approach to creating believable, worn costumes for character art. Colleen teaches that realistic texturing requires both technical proficiency with tools like Substance Painter and thoughtful artistic decision-making about how materials would naturally wear based on real-world usage. By combining procedural smart materials with hand-painted details and always considering the "why" behind each wear pattern, artists can create textures that tell a story about the character and bring authenticity to their work.
Duration: 24m 34s
This final lesson demonstrates how proper preparation, organization, and technical understanding of rendering software can elevate character art to a professional, cinematic quality. Colleen explains why lighting is everything and why it's important to spend a significant amount of time on this phase. By combining Marmoset Toolbag 4's powerful rendering capabilities with thoughtful camera work and subtle post-processing, artists can create portfolio-worthy presentation pieces that showcase their hard work while maintaining artistic control over the final aesthetic.
Duration: 22m 5s
Primary tools
For this workshop you’ll need:
* Note that these programs and materials will not be supplied with the course.
Project Files
When you download the workshop file, you'll get access to a text file with tips from Colleen. Inside, you'll find:
- Text document – The text file contains a list of links to various assets and learning resources, as well as links to various artists mentioned throughout the workshop
Skills Covered
Who’s this Workshop for?
This workshop is designed for intermediate to advanced 3D artists with foundational knowledge of ZBrush, Maya, Substance Painter, and Marmoset Toolbag who want to understand professional character creation workflows. Game artists, character designers, and digital sculptors seeking industry-standard techniques will find this particularly valuable.
Aspiring character artists curious about professional pipelines and experienced artists looking to refine their approach will also find significant benefit from these lessons. The comprehensive workflow overview provides essential insights for portfolio development and helps artists understand how to push their character work to the next professional level.
Learning Outcomes
By completing this workshop, artists will master a complete professional character-creation pipeline, from initial concept through final portfolio-ready renders.
Key skills include:
- How to prepare and organize reference materials for efficient 3D character production workflows.
- How to sculpt realistic head anatomy and achieve accurate likeness in ZBrush.
- How to create professional-quality clothing and fabric details using Marvelous Designer integration.
- How to generate realistic hair systems and styling techniques using Maya's XGen toolset.
- How to texture characters with industry-standard materials and detail work in Substance Painter.
- How to set up lighting and render high-quality portfolio presentations in Marmoset Toolbag.
- How to maintain creative momentum and problem-solving approaches throughout complex character projects.








