Character Texturing for Games in Substance

A 6-week course breaking down the elements of creating textures for characters for games

Course overview Course overview

Course Overview

Create textures for games

This class will will cover the foundation and core values on how to approach texturing. You will learn the entire process starting from good practices on how to UV a mesh, baking textures. Students will set up a scene in Substance Painter, texture a prop (all required mesh/model provided). Students will also learn how to texture a head bust (all required mesh provided) from start to a finished final presentation image.


Course Format:   Standard
Lecture Type:   Pre-recorded
Feedback:   Individually recorded
Duration:   6 Weeks
Assignment:   Due each week. Expect to spend 10-20 hrs/wk viewing lectures, q&a, and assignment.
Q&A:   Once a week
Materials:   Zbrush, Substance Painter, Photoshop, Marmoset ToolBag
Skills level:   Beginner to Intermediate
Prerequisites:   Intro to Substance, Zbrush for Concept and Iteration

Environment design WHAT YOU’LL LEARN

What you'll learn

The more you know, the better.

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Physically-based rendering | PBR explanation in detail | Different ways to texture a character / prop from older to current workflow. | Importance of UV and hand out sample meshes for students to practice UV.
Go over general Substance Painter UI | Setting up a scene in Substance Painter. | Demonstrate how to bake textures from high res geo in Substance Painter. | Present the provided head bust mesh to students. | Give students the option to bring in their own head bust asset.
Demonstrate texturing a head bust in Substance Painter | Demonstrate material separation by focus on the metal/leather/cloth aspect of the head bust.
Continue to texture the head bust and show mix techniques with Photoshop workflow. | Think of Painter as a tool and how to utilize it well.
Finalize texture the head and setup scene to render in Marmoset or Keyshot. | Show how to approach render passes and prepare a final render image. | Tips and tricks.
Show other methods on how to go about texturing from polypaint, photo sourcing, stylize texturing. | Go over Samus creation from start to finish in a video form.

Your journey starts here

Lectures by Allan Lee

Allan Lee is a character artist currently working at Bungie in Bellevue, Washington. He received his bachelor from Academy of Art University in 2004. He has been working in the game industry for over 10 years. A few of the games he has worked on are Tony Hawk’s Project 8, Gun, Defiance, and most recently Destiny 2. He enjoys working on personal projects outside of work and constantly find ways to improve his craft.


January 26th!

August 6th - October 22nd

fall TERM Registration




January 26th!

Pricing & Schedule

Even though our courses are the most affordable for the quality of education.

These Finance Options allow you to focus on your goals instead of the barriers that keep you from reaching them.

Employer Reimbursement

Animation Guild CSATTF

Payment Plan

Companies that hire our students

  • Naughty Dog
  • Luma Pictures
  • Google
  • EA Games
  • DreamWorks Animation
  • Blizzard Entertainment

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