A student friendly course built on 5+ years of teaching experience
This is not a regular course.
Think of it as a workflow reminder, and a reference you come back to.
🎯 8+ hours of raw, sped-up footage
🎧 No voice-over — listen to your own music
🧠 Built from 5+ years of teaching & production experience
This course does not explain every click. It shows the real workflow, exactly how it happens in production. You'll watch the full process from project setup to final render, organized into chapters and episodes with a timeline tracker to help you follow progress.
The knowledge shared can be applied to both professional work and personal projects, both video game and movie projects. It includes: ZBrush, Marvelous Designer, Wrap3D, Maya, Xgen, Arnold, Photoshop, and Metahuman Creator.

Sculpting & modeling
Likeness workflow
Clothes creation (Marvelous Designer)
Hair & facial grooming (XGen)
Texturing & shader
Rendering & look development (Arnold)
Bonus rigging & skinning
Final ''Cheat Sheet'' episode
e 001 - Metahuman to Maya
e 002 - Setting Up Maya
e 003 - Testing Render
e 004 - Head Sculpting in ZBrush
e 005 - 'Rinse and Repeat'
e 006 - Body Sculpting in ZBrush
e 007 - Body Scan Data; PreWrap
e 008 - Wrapping the Scan Data
e 009 - Projecting the Scan Data; Cleaning and Resculpting
e 010 - Testing the Scan Data on Render
e 011 - Marvelous Designer
e 012 - Preparing Clothes for Sculpting in ZBrush
e 013 - Dress WIP
e 014 - Boots and Collar WIP
e 015 - Eyes WIP
e 016 - Testing Materials
e 017 - Updating Skin Shader
e 018 - Updating Eyes' Shader, Updating Skin Albedo Texture
e 019 - Xgen Eyebrows
e 020 - Xgen Eyelashes
e 021 - Boots
e 022 - Dress
e 023 - Clothes LookDev
e 024a - Hair pt1
e 024b - Hair pt2
e 025 - Hairline
e 026 - Xgen Vellus and Final Xgen Touch ups
e 027 - Adding Background Canvas
e 028 - Rigging with Advanced Skeleton
e 029 - Skinning Clothes Fix
e 030 - Preparing a Pose For Render Scene
e 031 - Deform Wrap and Blendshape Xgen meshes, Adding a Turntable
e 032 - The Cheat Sheet
✅ 8+ hours of sped-up raw footage structured in episodes
✅ Episodes can be slowed down anytime
✅ Lifetime access
✅ Private Discord channel for WIPs & feedback
✅ Access to support files (ZBrush config, Maya camera, cheat sheet, etc.)
✅ Next gen workflow that includes Metahuman pipeline
✅ How much time to realistically spend in each software
✅ Tips and tricks used in real projects
✅ Artists tired of long, slow tutorials
✅ Artists and students who already know the basics of 3D
✅ Artists that want to master the Metahuman pipeline
✅ Artists interested in either video game or movie character art
✅ Anyone who wants a clean, simplified pipeline
❌ Voice-overs or explanations
❌ Software licenses
❌ Scan data
❌ 1-on-1 mentorship
❌ Unreal Engine lookdevelopment
❌ How to sculpt
❌ Mari nor Substance Painter
❌ You want anatomy explained
❌ You need step-by-step voice guidance
❌ You want a beginner level teaching course
❌ You expect a job guarantee
❌ You've never used ZBrush or Maya
For junior and intermediate artists, as well as advanced artists who want to refresh their knowledge of the production pipeline. Not recommended for complete beginners.
Yes, there is! The discount I am giving is 30% off the main price, and it's given to particular students as they are;
1. My current or ex students
2. Current or ex TTTC/TTO students (Think Tank)
3. All current students (any university) from Croatia/Serbia/BiH/Slovenia
If you find yourself among the mentioned, please contact me!
Slow them down. Rewatch sections. This course is designed for repetition, not first-time understanding.
Yes — basic anatomy knowledge is expected.
It took me about 40 hours!
No. But it will help you build stronger, more realistic portfolio pieces.
It's a custom made timeline tracker located in each episode at the bottom of the screen to help you keep a more precise view of work in progress. It shows which software I'm working in and how much time I spend in each one. It might help you to build your awareness of where my time is actually spent, but also to get rid of the fear of switching between different software.
It highly depends on the artist and how much they are lacking knowledge in certain areas. I would say around 5-10 hours per week if you plan to complete your project within 8-12 weeks.
Access to the required software, and a computer capable of running them.
Additionally, it’s highly recommended to get a light setup from Cave Academy and skin detail data from 3D Scan Store. One file from each is sufficient (1 scan + 1 light setup).
As you will be able to see in the course, I am mainly using 2023 Maya. The 2023 version is the one I found most stable when a scene includes Xgen
Observation is the only true skill when it come to sculpting; how to notice. The best advice I can give you is get yourself as much nice scan data as you possibly can afford, open them up in software as ZBrush, and just observe.
Whether you're building a career or refining your workflow, this course shows the full process
— from start to finish.
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