Kevmaturil
Kevmaturil 3D Character Masterclasses
New sessions open — Rigging & Skinning for Beginners now enrolling
Learning Program

3D Character Modeling
and Animation

Characters built
from geometry.

structured skill acquisition — hands-on methods

This program follows the full pipeline from base mesh construction through rigging and motion. You build real, animatable characters across 6 tightly sequenced modules — no detours into theory that won't apply for months.

  • 6 Modules
  • 48 hrs Instructional video
  • 12 Practical assignments

What this program covers

3D character work splits into two distinct disciplines — modeling and rigging — and most courses treat them separately. Here they're taught as a connected workflow, because your topology decisions at the sculpting stage directly affect how a rig deforms.

Software used: Blender 4.x for modeling and animation, ZBrush for high-resolution sculpting, Substance Painter for texturing. Each module assumes you completed the previous one.

Base Mesh Construction

Building a clean, animation-ready base mesh from a reference sheet. Covers edge loop placement for face and body deformation zones.

Blender

High-Res Sculpting

Adding surface detail in ZBrush — skin pores, fabric creases, micro-surface variation that bakes cleanly into normal maps.

ZBrush

Retopology and UVs

Manual retopology to produce a game-ready mesh under 15k tris. UV unwrapping strategies that minimize seam visibility in final renders.

Blender

Texturing and Materials

PBR texturing workflows in Substance Painter — albedo, roughness, metalness, and subsurface scattering for skin.

Substance

Rigging and Skinning

Skeleton setup with IK/FK switching, weight painting corrections for shoulder and hip regions that typically cause deformation problems.

Blender

Animation Fundamentals

Walk cycles, anticipation and follow-through, the graph editor for timing. Output formats for both game engines and compositing pipelines.

Blender

Who teaches this

instructors with active production experience
Tobias Engvall, lead modeling instructor

Tobias Engvall

Lead — Modeling & Rigging

Tobias has shipped character assets for six published titles across mobile and PC platforms. His retopology method reduces rework cycles by keeping production constraints in mind from the first polygon.

"Topology you fix at rigging time is topology you should have fixed at day one. That's the core lesson of every module I teach."

Radovan Klepáč, animation and motion instructor

Radovan Klepáč

Lead — Animation & Motion

Radovan brings 8 years of animation experience from studio environments, covering both keyframe and mocap cleanup workflows. He focuses on the graph editor mechanics that most beginners avoid until it's too late.

"A walk cycle with off-timing is immediately readable as amateur work. Getting timing right is mechanical — it just takes deliberate repetition."

Enrollment and pricing

one-time access — no subscription
Character modeling reference plans and technical drawings

Access is for life — all future updates to the module content are included. You get the full video library, downloadable reference sheets, and the ZBrush brushes used in Module 2.

Progress at your own rate. The program runs well as a part-time commitment of 6–8 hours per week, which puts completion around 8 weeks for most participants.

Contact us to enroll

Program fee

$1,200 CAD
4.2 — 223 reviews
  • Full access to all 6 modules and 48 hrs of video
  • 12 graded assignments with instructor feedback
  • ZBrush brush pack and Blender starter files
  • Retopology and UV reference sheets (PDF)
  • Completion certificate from Kevmaturil
  • All future content updates at no extra cost
Contact us to enroll