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How to design Goblin thief full detailing design( High poly- High detail )

How to design Goblin thief full detailing design( High poly- High detail )

  • English
  • Design
  • Art and IllustrationArt and Illustration
  • (1498)
  • Project length: 6h 08m



This tutorial is about creating Goblin Tief character with the higher level of details using small objects and basic shapes. Also what you will learn is making this character look stylized with textures and Iray workflow. We will go through everything, from designing to texturing and rendering step by step in order to explain and create awesome final result!


  • Autodesk Maya
  • Substance Painter 2018

What is the target audience?

  • Learners who want to enhance their knowledge
  • This course will help the students who are doing their final projects

Project Outline

Session 1: Body, arm and hand connection

In this session, we will go through the first part of topology and we will cover:

  • Creating body shape
  • Creating arm shape
  • Creating hand shape
  • Creating connections between each part

This session will go step by step about the whole process of creating and combining all three parts together. We will start off with the basic shape and move with some detail changes later on.

Session 2: Leg and foot

This session is mostly about lower body shape. This means we will work on:

  • Creating leg shape
  • Creating foot shape
  • Creating connections between a foot and a leg
  • Creating connections between a body and a leg

We will start off with creating a cylinder for our leg. From there we will go through our perspectives and create a nice shape for the mesh. Later on, once we are finished with a leg we will continue further with foot shape and create connections between each object.

Session 3: Lower body clothing

Now, we will start with basic armor at the lower body part. We will work on clothing, belt and some details around that area. This session will cover:

  • Lower body clothing creation

Session 4: Top body Armor

In this session, we will work on finishing armor design. We will work upper body armor such as chest plate and shoulder packs. Also, we will work on arm area and give it some details too.

Session 4 is about:

  • Chest plate creation
  • Shoulder pack creation
  • Arm area armor

Session 5: Hood and weapons

Throughout this session, we will go with designing hood as an extra detail for our model. Also, we will create some weapons such as dagger and longsword. We will also look for creating an environment in order to give our whole scene a nicer look.

Session 6: Texturing process

We are starting with textures but just before that we will go through the importance of small details. Once we are finished with that we will in Substance painter and work with creating basic materials and basic colors and workflow in order to get a better idea of what we want as a final result.

Session 6.1: Texturing process

This is the final stage of our design. What we will work on is fixing colors in order to make nice composition for our mesh materials, we will do some work with stamps, smart masks and pretty much everything that is needed for the final render. Also, we will go through the rendering process in IRay and I will show you settings you should keep an eye on when it comes to IRay plugin.


Average rating

5(1498 Reviews)