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Workshop

Modeling a Stylized Character for Games

A Workshop
by Kat Unsworth

From 2D Concept to Unreal Engine 5 Render With Kat Unsworth

intermediate
4h 31m 33s
11 Lessons
A Workshop
by Kat Unsworth
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Discover the process of creating a stylized game character model and rendering a professional portfolio piece. Senior Character Artist, Kat Unsworth, details her entire workflow, from the initial design of the character model through every stage of its production. She explains the importance of fundamental art skills — including anatomy, form, shape language, gesture, and flow — and how they inform each stage of the process to help create a realistic final result, even when dealing with stylized concepts.


The workshop begins in Photoshop for the character's design, using paint-overs to fully visualize how the character will look. From there, Kat jumps into Maya to block out the character; she additionally uses Maya for the low-poly meshes, retopology, and UVs. Throughout the process, she explains all the considerations you need to keep in mind when working on your own projects to ensure your pipeline is non-destructive and to help save you time in the long run.


ZBrush is used in this workshop to sculpt the high-poly details, which are then baked into maps using Marmoset Toolbag and then textured using Substance Painter. As the last step of the pipeline, Kat walks through the process of importing and setting up the final character in Unreal Engine 5 and explains how to generate a portfolio-ready render using UE5.

11 Lessons

01Reference GatheringFree

In this workshop, Kat begins by gathering reference material and defining a clear character brief through structured questions. This preparation helps artists to get over the intimidation of a blank page and stay focused throughout the production process. By laying this groundwork, the creative decisions have clear direction, and the final piece is better positioned as a strong portfolio project that shows relevant skills and supports long-term career goals.

Duration: 5m 39s

Reference Gathering
02Initial SketchesFree

In this lesson, Kat walks us through her initial sketching phase, an approach which helps to bridge the gap between her reference pool and the 3D production that comes later on. While 3D artists may not need highly polished concept art, developing solid 2D observational skills provides invaluable benefits for critically evaluating work throughout the entire 3D pipeline. Kats suggests establishing a clear direction for the body type and proportions before investing significant time in modeling and texturing.

Duration: 2m 36s

Initial Sketches
03Proportion Blockout

Moving into ZBrush for this lesson, Kat starts her 3D blockout stage, a crucial step that sets the stage for a final character model. By focusing exclusively on proportions and silhouette appeal without getting distracted by anatomical details, Kat can efficiently establish a solid base that saves significant time throughout the entire production pipeline. She also encourages the use of using base meshes in order to save time.

Duration: 6m 47s

Proportion Blockout
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04Finalizing the Concept

Using the proportion block out from the previous lesson, Kat shows her process for finalizing costume design that prioritizes how concepts will translate into 3D models. She demonstrates that design refinement is an ongoing process of problem-solving, where elements like shoulder construction, cloak design, and accessories are continually adjusted based on visual logic, repeating motifs and manufacturing feasibility. The goal is achieving a locked-in core concept with clear construction guidelines before moving to 3D modeling.

Duration: 7m 19s

Finalizing the Concept
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05ZBrush Tips

In this lesson, Kat returns to ZBrush to review the tools and brushes she uses in her workflow. She also covers polygroup and selection management, as well as ZModeler functions. Learning these tools helps artists control mesh topology and shape before moving to higher subdivision levels. Kat emphasizes that the best way to get proficient with ZBrush is through hands-on experimentation.

Duration: 15m 40s

ZBrush Tips
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06Creating Base Meshes

With the base model and draw over complete, Kat moves to the next stage of her workflow; preparing the base meshes for the rest of her character's assets. By investing time in creating proper topology for these meshes, with good edge flow and minimal problematic poles, artists can avoid common sculpting issues while simultaneously preparing meshes that require minimal retopology later. The key here is balancing technical requirements with artistic vision, ensuring the 3D blockout maintains the silhouette and design clarity established in the concept draw over.

Duration: 28m 48s

Creating Base Meshes
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07Cloth Sculpting

In this lesson, Kat demonstrates successful highpoly cloth sculpting for stylized characters, balancing anatomical understanding with stylization. By identifying tension points, understanding how different fold types form and where they naturally occur, and consistently referencing real-world examples, artists can create believable yet stylized clothing. The iterative process of sculpting, evaluating, and refining is essential for achieving cohesive folds across an entire character while maintaining appropriate levels of visual complexity and rest areas.

Duration: 27m 47s

Cloth Sculpting
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08Finalizing the High-Poly Model

In this lesson, Kat uses her artistic judgment and technical skills to make extensive tweaks and "arty-farty" assessments to finish the highpoly character model. She shows that success comes from developing a critical eye for balance, consistency, and flow across all character elements. The next phase focuses on converting the high-poly assets into optimized low-poly game meshes with proper UVs, ready for texturing.

Duration: 34m 40s

Finalizing the High-Poly Model
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09Creating the Game Mesh

In this lesson, Kat moves into Maya to finalize the character model and prepare it for a game pipeline. Because she used ZBrush earlier to create clean base meshes, much of the manual retopology work is minimized. She explains how using consistent naming, organized UVs, and a solid understanding of baking helps to avoid common errors and ensures high-quality texture maps. Kat emphasizes that careful technical setup, like proper topology flow and UV cuts at hard edges, is just as important as sculpting when creating production-ready assets.

Duration: 34m 36s

Creating the Game Mesh
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10Stylized Texturing

In this lesson, Kat shares her approach to creating stylized textures within Substance Painter. This process relies on establishing proper values and contrast first, selecting a cohesive color palette, then systematically adding depth through procedural masks and generators. Kat shows that stylized work still needs to be groundeed in real-world principles, whether that's material behavior, lighting physics, or in this example, makeup techniques. Distilling these features down to their essential elements enables artists to efficiently create rich and believable characters.

Duration: 49m 19s

Stylized Texturing
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11Rendering in Unreal Engine 5

In this final lesson, Kat walks us through her workflow for preparing, posing, shading, lighting, and finally setting up a project and rendering in Unreal Engine 5. While many advanced topics are introduced quickly, Kat says the most crucial takeaway is maintaining perspective on your work; avoiding getting lost in details at the expense of fundamental elements, like proportions, rhythm and values. Kat encourages artists to make sure they properly showcase the elements of their characters with extensive breakdowns.

Duration: 58m 22s

Rendering in Unreal Engine 5
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Primary tools

For this workshop you’ll need:

Unreal Engine
Substance Painter
Marmoset Toolbag
Maya
ZBrush

* Note that these programs and materials will not be supplied with the course.

Skills Covered

Who’s this Workshop for?

This workshop is designed for intermediate to advanced 3D character artists who want to master a complete stylized character production pipeline. It's ideal for professionals working in game development, aspiring character artists, and students preparing for industry roles.


Viewers who go through these lessons will gain valuable insights into cross-disciplinary collaboration, industry-standard practices, and the technical considerations that bridge design and final implementation in modern game engines. Kat Unsworth details her entire workflow, making the workshop approachable to all who have an interest in high-quality character art.

Learning Outcomes

By completing this workshop, artists will have mastered a complete end-to-end character production workflow, from initial concept to final portfolio-ready renders.


Key skills include:

  • How to create compelling character designs using Photoshop paint-overs and visualization techniques.
  • How to establish efficient blocking and base mesh workflows in Maya for production.
  • How to execute professional retopology, UV mapping, and low-poly mesh optimization strategies.
  • How to sculpt detailed high-poly characters in ZBrush with proper form and anatomy.
  • How to bake high-quality maps using Marmoset Toolbag for a seamless texture workflow.
  • How to texture stylized characters effectively using Substance Painter.
  • How to set up and render portfolio-quality presentations in Unreal Engine 5.
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Workshop
Modeling a Stylized Character for Games
From 2D Concept to Unreal Engine 5 Render With Kat Unsworth
A Workshop by Kat UnsworthSenior Character Artist at DPS Games (Wargaming UK)
intermediate
4h 31m
11 Lessons
Instructor Kat UnsworthSenior Character Artist at DPS Games (Wargaming UK)

Kat Unsworth is a Lead Character Artist in the videogame industry with a broad range of professional experience across mobile, indie, and AAA game development. She specialises in creating visually compelling characters and has a strong command of the full character art pipeline, from initial concept through high‑quality 3D modelling, sculpting, texturing, and game‑ready implementation.


Kat currently works as Lead Character Artist at Fuse Games, where she is contributing to the development of Star Wars: Galactic Racer, an upcoming AAA racing title set in the Star Wars universe and scheduled for release in 2026.

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  • Kat is an exceptional Character Artist with a well-rounded skill set across the entire character art pipeline. She’s talented, reliable, collaborative, and a fantastic teammate who elevates every project she contributes to.

    - Sam Chester
    Lead Character Artist at Sumo Digital Ltd

  • Having worked with Kat on numerous characters in the past, I was incredibly impressed by both her artistry and dedication to her craft. Her eye for detail, artistic creativity, and technical know-how all enable her to create super appealing characters, which any fan of the stylized art style would enjoy.

    - Dan Eder
    Art Director - Invincible VS (Quarter Up Studios) at Skybound Entertainment

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