The Next-Gen
Character Workflow
Build game-ready 3D characters with AI. From concept to a rigged, textured hero you can pose and ship.
Sculpt a portfolio hero character in a weekend, not 90 hours.

A weekend, not 90 hours
AI front-loads concepting and base meshes, so you start sculpting hours sooner and finish in a fraction of the time a 90-hour course takes.
Concept to rigged hero
Start from a one-line brief and end with a textured, rigged character you can pose and drop straight into Unity or Unreal.
The part AI gets wrong
AI gives you a head start. I teach the edge flow, deformation, and baking it gets wrong, which is what makes a character actually work in a game.
One hero, from rough concept to a final posed render. This is the workflow you'll run.
01Concept
02Sculpt
03Retopo & UVs
04Texturing
05Rig & RenderEvery one of these started as a single AI concept and ended as a rigged, game-ready character. That's what you'll be able to build by the end.



New to character art
- Finish a rigged, posed hero character that's a real portfolio piece, not a half-done sculpt.
- Learn the pro pipeline in a fraction of the time a 55 to 90 hour course takes.
- Build clean, deformation-ready topology. It's the skill that separates hobbyists from hires.
- Get baking and game export right from day one, not as an afterthought.
Indie devs & freelancers
- Produce on-style characters without waiting on freelance sculptors.
- Turn client briefs into game-ready heroes faster, and take on more work.
- Export rigged characters straight to Unity or Unreal.
- Reuse a repeatable system on every character you make next.
Nine modules from a reference board to a rigged, textured, game-ready hero. Each one ends with homework.
Reference & Concept Lock
Use AI to turn a one-line brief into a clean reference sheet. Lock silhouette, proportion, and style before you sculpt.
AI image gen · PureRef · Blender
Blockout & Primary Forms
Kickstart a base mesh with AI, then establish proportions and major shapes before any detail.
Meshy / Tripo · ZBrush / Blender
High-Poly Sculpt
Sculpt anatomy, secondary and tertiary detail, and hard-surface accessories into a hero-quality model.
ZBrush / Blender
Retopology
Build clean, deformation-ready edge flow around joints. This is what AI meshes can't do reliably.
Blender · RetopoFlow / Quad Remesher
UV Unwrapping & Layout
Lay out UVs and balance texel density so your character reads sharp up close.
Blender / RizomUV
Baking
Bake normal, AO, curvature, and ID maps with a clean cage, and fix the artifacts that ruin a bake.
Marmoset Toolbag · Substance
PBR Texturing
Build materials, wear, and color, stylized or realistic, that hold up in engine.
Substance Painter
Rigging & Skinning
Auto-rig and clean up weights so your hero poses and animates without breaking.
AccuRig · Blender
Export, Lookdev & Presentation
Export to engine, light a turntable, and produce a portfolio render that gets you hired.
Unreal Engine 5 · Marmoset 5
Character Course
- All 9 modules · 200+ min of video
- Project files, base meshes & rig
- Private Discord community
- Lifetime access + future updates
- Certificate of completion
Complete Bundle · All 3 Courses
- Characters + Environments + Props
- All 27 modules · 10+ hours of video
- Every project file & asset kit
- Private Discord community
- Lifetime access + future updates
Secure checkout via Gumroad · Instant access · 14-day money-back guarantee

Ilya Kurkin
Senior 3D Technical Artist & Game Developer · Founder, Omni Avatar
Most character courses are 90 hours of someone sculpting in silence. I built the opposite. AI handles the slow setup, and I teach the tech-artist parts (topology, baking, rigging, engine export) that actually make a character game-ready.
Sculpt your first AI-powered hero character this week
Go through the modules in order and you'll come out with a real, game-ready piece for your portfolio.