Character Artist Specialization
Sculpt characters that hold up to studio standard, mentored by industry and academic experts.
Advanced character art, shaped until it holds up.
This is advanced character and creature work for artists ready to specialise. Across the specialisation you'll build characters in ZBrush, Maya and Substance Painter, taking each one from block-in through high-poly detail, retopology and texturing to a render that holds up at studio standard. Your mentors, drawn from industry and academia, work over your files directly, point to the topology and silhouette problems you can't see yet, and push each asset further than you'd take it alone. You graduate with a portfolio of characters built to the bar studios actually hire from.

Master Your Skills. Master Your Future.
Our mission is to ensure graduates are the best trained and best prepared for a successful career in their chosen field.
Same Course. Same Mentors. Two Ways to Train.
1:1 Career Mentorship
Train with a working professional focused entirely on you, reviewing your work every week the way a supervisor reviews a junior artist. Immediate, specific, tailored to exactly where you are. You set the pace, push past the set curriculum where you need to, and start the month you are ready.
WHO IS THIS FOR
- Working professionals looking to upskill or pivot without leaving their job
- Experienced artists who need targeted training in a specific tool or technique
- Students who benefit from personalised instruction due to additional learning needs
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Private 1-hour weekly sessions with a dedicated mentor |
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Flexible scheduling and pacing that fits around your life |
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Personalised feedback on your portfolio and career direction |
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Start any month, no waiting for a cohort |
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No prerequisites, assessments, or fixed cohort schedule |
Group Class
Learn in a small group led by a working professional, with everyone's work reviewed every week the way a studio team operates. You grow alongside people chasing the same goals, sharpening your eye on their work as well as your own, and keep the momentum that comes from not working alone.
WHO IS THIS FOR
- Students who learn better in collaborative, social environments
- Career changers who want structure and accountability while they transition
- Recent school leavers looking for an alternative to a traditional university degree
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Weekly 3-hour live classes with a small cohort of peers |
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Collaborative group projects that simulate studio team workflows |
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Structured curriculum with assessments and deadlines that keep you on track |
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Watch your work reviewed next to your peers', and learn from their feedback |
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Credits transfer directly toward a CGSI degree |
Course Curriculum
Advanced Character Modelling - Production
- Create production-quality character models using ZBrush, Maya, and Substance Painter
- Apply advanced retopology techniques for game-ready and film-ready characters
- Develop detailed texturing and material workflows for characters
- Build efficient production pipelines for character asset delivery
- Present finished character work to industry standards
- Character Introduction and Style Breakdown
- Anatomy and Proportions
- Body Blockout in ZBrush
- Outfit and Asset Blockout
- High-Poly Body Refinement
- High-Poly Outfit Refinement
- Cloth Sculpting and Fold Design
- Head Sculpt Part 1
- Head Sculpt Part 2
- Hair Blockout and Sculpt
- Detail Pass and Surface Treatment
- High-Poly Final Polish
Advanced Character Modelling - Refining and Polishing
- Investigate retopology and UV unwrapping principles and their application to game-ready character production pipelines
- Utilise sourced visual references and industry standards to inform texturing, material, and presentation decisions
- Retopologise, UV unwrap, and bake maps for body, head, and outfit pieces to game-ready specifications
- Apply multi-pass PBR texturing workflows in Substance Painter to develop production-quality character assets
- Explain and justify creative and technical decisions with reference to character art production principles and peer/mentor feedback
- Adhere to industry specific processes and practices and communicate creative concepts using written, oral, and visual presentation methods
- Retopology Planning
- Body and Head Retopology
- Outfit and Prop Retopology
- UV Layout
- Baking Character Maps
- Texturing Part 1: Base Materials
- Texturing Part 2: Material Polish
- Texturing Part 3: Face, Hair, and Final Pass
- Rigging and Pose Prep
- Posing and Storytelling
- Lighting and Rendering
- Portfolio Polish
3D Modelling Capstone
- Plan and develop a professional 3D art portfolio strategy
- Refine and polish existing work to industry hiring standards
- Seek and respond to peer and mentor feedback effectively
- Present a cohesive body of work that demonstrates specialisation
- Develop professional skills for portfolio presentation and job applications
- Developing Project Ideas
- Writing Project Proposals
- Planning Creative Projects
- Making the Most of Professional Feedback
- Research, Development, and Testing
- Preparing and Delivering Progress Presentations
- Rescoping Projects
- Responding to Critical Feedback
- Acquiring Feedback from Creative Communities
- Preparing Online Portfolio Content
- Presenting Completed Projects
- Professional and Creative Reflection
Download the Course Guide
Your creative journey begins here! Download our comprehensive course guide and discover the exciting educational opportunities that await you.Learn Directly From Film & Game Mentors
To be the best, it helps to learn from the best. All 3D modeling classes are taught by professional 3D modelers with years of experience.

Aaron Villarreal
Aaron Villarreal has spent 16 years building 3D assets at studios including Bethesda, Arkane, Raven Software, and Blizzard, with credits across Dishonored 2, World of Warcraft, Redfall, and Indiana Jones and the Great Circle. As a CGSI 3D Modeling mentor, he helps students push their work past hobbyist polish into the topology, UVs, and detail discipline that production game art demands.
Known for Indiana Jones

Abraao Segundo
Abraao Segundo brings 16 years of game art experience from studios including ILM, DICE, Avalanche, Respawn, The Coalition, and Warner Bros. Games. His credits include Star Wars Jedi: Survivor, Battlefield 2042, Gears 5, Marvel's Avengers, and Injustice 2. He mentors CGSI 3D Modeling students with a focus on the asset standards major studios actually expect on day one.
Known for Star Wars Jedi: Survivor

Anna Beganskaya
Since 2015, Anna has worked as a 3D character artist at Riot Games, Sirship Syndicate, and Blizzard, on titles including League of Legends (merch), Darksiders Genesis, Heroes of the Storm, and Ruined King.
Known for Heroes of the Storm

Anton Tenitsky
Anton Tenitsky dreamed of working in the CG field from the age of 15 and went on to realise that vision after graduating from Massey University in New Zealand. Following his graduation, he built an industry career by working as a texture artist for Nickelodeon's Penguins of Madagascar and various other cartoon series, later transitioning into the casual gaming market as a 2D/3D artist for industry giant Gameloft. Most recently, he worked as a 3D concept designer on the AAA game Marvel Rivals. Today, he channels this extensive studio background into his role as a CG Spectrum mentor, where he guides aspiring artists through industry-standard workflows, providing the personalised feedback and practical skills needed to break into the professional gaming and animation sectors.
Known for Marvel Rivals

Bobby Rice
Bobby Rice has spent 21 years building game environments and assets at Rockstar, Pandemic Studios, Ready at Dawn, and Activision's Elsewhere Entertainment. His credits include Red Dead Redemption 2, Grand Theft Auto V, Grand Theft Auto VI, and The Order: 1886. He mentors CGSI 3D Modeling students at the standards expected on some of the most demanding open-world pipelines in the industry.
Known for Red Dead Redemption II

Chris Flynn
Chris has worked in the 3D industry for 12 years and is now a Senior 3D Lead Artist at Dekogon Studios where he leads teams of artists ranging from 2 to 30 at any given time.
Known for Werewolf: the Apocalypse

Dylan Ekren
Dylan Ekren has spent 11 years modelling for Walt Disney Animation Studios and Netflix, with credits on Frozen, Wreck-It Ralph, Ralph Breaks the Internet, Big Hero 6, Zootopia, and Encanto. He mentors CGSI 3D Modeling students on the precision, story-driven design, and topology discipline behind feature animation pipelines.
Known for Ralph Breaks the Internet

Ehsan Ebrahimzadeh
Ehsan has worked as an environment artist for video games since 2009 and is currently a Senior Environment Artist at Arkane Studios, working on Redfall.
Known for Indiana Jones and the Great Circle

Fiona Wong
Fiona is a Lead Environment Artist at Framestore in Canada, working in feature films and TV with over 7 years of experience in the industry and most recently, on Thor: Love and Thunder.
Known for Thor: Love and Thunder

Greg Smith
Greg Smith has spent 16 years building game environments and assets at studios including Bethesda, Arkane Studios, and Dekogon, with credits on Indiana Jones and the Great Circle, Redfall, Remnant II, Sons of the Forest, 7 Days to Die, and Open Roads. He mentors CGSI 3D Modeling students on the asset craft and pipeline discipline that ships in modern AAA and AA productions.
Known for Indiana Jones and the Great Circle

Hong Lim
Hong Lim mentors CGSI 3D Modeling students, bringing 21 years of game and film art experience to the asset craft and pipeline discipline expected at production studios.
Known for Overwatch

John Olofinskiy
John Olofinskiy mentors CGSI 3D Modeling students, drawing on nine years of game art experience to help them lift their work to production-ready standards.
Known for Aquaman and the Lost Kingdom

Matteo Sala
Matteo is a Senior Character and Creature Modeler at Framestore, London. With a background in traditional sculpture and creature design, he can bring a character from the concept stage to a final, production-ready asset.
Known for The Batman

Mersad Fazeli
Mersad Fazeli has spent 14 years working in game art at studios including Remedy Entertainment, 11 bit studios, and Silkroad Studios, with credits on Frostpunk 2 and The Alters. He mentors CGSI 3D Modeling students on the asset craft and visual cohesion that defines studios with a strong creative identity.
Known for Frostpunk 2

Nick Barone
Nick Barone has spent 16 years building game art at Turtle Rock Studios, Wargaming, Relic Entertainment, and Phoenix Labs, with credits on World of Tanks. He mentors CGSI 3D Modeling students on the asset standards and pipeline discipline that competitive game studios expect.
Known for World of Tanks

Rudy Massar
Rudy Massar brings 26 years of high-end VFX and game art experience from ILM, Sony Imageworks, Framestore, MPC, Massive Black, and Sony PlayStation. His credits run across Pirates of the Caribbean: Dead Men Tell No Tales, The Mandalorian (with a VES nomination for animated character work), ABBA Voyage, Mufasa: The Lion King, Star Wars: The Rise of Skywalker, Jurassic World: Fallen Kingdom, Ready Player One, Cinderella, Aladdin, the Killzone franchise, Independence Day: Resurgence, and Godzilla. He mentors CGSI 3D Modeling students at the standard set by some of the world's most demanding pipelines.
Known for The Mandalorian
Get The Education You Deserve
"I got a job offer at a major feature film studio before even graduating!
Studying at CG Spectrum gave me the opportunity to network with industry artists while I was learning, and coupled with the amazing course, I was able to secure a position in the industry. Now I'm working on amazing projects in my dream job!"
Andi E | 3D Modeling
"CG Spectrum seemed too good to be true. Looking back, it was the best decision.
Every mentor and staff member has been so hands-on and directly involved in my learning. Co-Directors of top box office movies and supervisors of major Netflix TV shows are giving me feedback on my projects. Students also have access to a strong community, and an awesome career class to prepare you for your dream job."
Stephanie S | 3D Modeling
"Having unlimited access to industry experts offers a treasure trove of learning opportunities for aspiring artists.
Learning new or different software is not the hard part. What matters is making the most of whatever tools you know in the most effective manner. That is how my education helped me in my career, delivering results in the smartest way possible with whatever options available."
Danish A | 3D Modeling
"Having a mentor definitely helped! It was awesome to have someone I could reach out to when I was stuck.
Getting the weekly feedback also helped in terms of what to improve and what to focus on next. In Term 3, we learned Unreal Engine; I implemented the knowledge I gained in that course to my Advanced 3D Modeling Course to create some additional renders that demonstrated my understanding of using and integrating game-ready assets into an actual game engine.
Benjamin O | 3D Modeling
"I highly recommend signing up with CG Spectrum!
I was looking for a final push to bump my skills and finally start applying for jobs as an artist. Shortly after finishing my Advanced 3D Modeling Course I landed my first job as Junior Environment Artist, which was my dream!"
Kasia P | 3D Modeling
Join Our Alumni at World Class Studios
Our mission is to train highly skilled graduates ensuring they are prepared for a successful career. Take the first step towards joining our alumni at world-class studios creating work that inspires.












Questions? We Have Answers
This course builds on foundational 3D modelling skills. You can enrol by completing a foundation 3D modelling course, or by submitting a portfolio with an accompanying reel and resume.
Your portfolio should demonstrate experience or education in Maya, ZBrush, and Substance Painter, and evidence that you have modelled a humanoid character.
If you are unsure whether your skills are sufficient, send us your portfolio when you apply, and we'll arrange for the department head to review it and, depending on the circumstances, a student interview.
Age Minimum
The minimum age to enrol in our career track courses is 16. We require parent or guardian consent during the enrolment process for applicants under 18.
English Proficiency
We expect our students to have a good understanding of written and spoken English. There is no specific 'level'; however, you must be able to follow video tutorials in English (no subtitles) and speak with your mentor in English during your live Q&A session.
Computer Literacy
To be successful in this program, you will need basic computer skills and a computer that meets the minimum specifications (see next question).
Software:
This course requires you to sign up for an educational licence for Autodesk Maya, Adobe Substance 3D Painter, and ZBrush.
Instructions for how to obtain an educational licence for this software will be provided upon enrolment.
Hardware:
You will need a dedicated graphics card and a computer that meets the minimum requirements for Autodesk Maya and Substance Painter. A minimum of 32GB RAM is ideal.
You will also require a compatible graphics tablet with a stylus (see Digital Art Equipment for some recommendations).
Please note: as the software we use is regularly updated, please check the specs against the latest available version at the time of enroling.
The Character Artist Specialisation completes our career track and builds on foundational 3D modelling skills. It is designed for artists who are serious about a career in character art and want to explore character art and digital sculpting more deeply.
The course also dedicates an entire term to preparing you for the industry. You'll build the professional skills employers look for while developing your portfolio, with feedback from your mentor at every stage.
Developing the following knowledge and skills before you start will be highly advantageous to your studies:
- Good understanding of human anatomy and musculature
- Solid box modelling skills
- Solid UV mapping skills
- Solid knowledge of 3D geometry: points, edges, vertices, UVs, faces, and surface normals
- Intermediate knowledge of lighting and rendering
- Intermediate knowledge of texturing and materials
On completing the Character Artist Specialisation, you'll have greater confidence in your technical and creative abilities and a polished portfolio to show prospective employers.
You'll also have access to our career coach and personalised career services (including interview preparation, CV/resume assistance, and portfolio reviews), which can help when applying for junior roles such as:
The CG Spectrum community is another great resource. Through graduates and mentors already working in the industry, you can network and learn about relevant job vacancies.
Discover more about these character art roles, tips, and salary expectations on our careers page:
We cannot offer guaranteed employment. The film and game industry is competitive, and there is no way of knowing what the market will demand in terms of character art.
The students who experience the greatest success are those who take responsibility for their careers, put in the hard work to raise their skills to industry standards, draw on their mentor's expertise, and take advantage of every opportunity to excel.
To help students find employment, we have a range of career services and a dedicated career coach who regularly hosts career-focused webinars, Q&As, artist interviews, and workshops for CG Spectrum students and graduates.
The Specialisation course also dedicates a full term to career and industry preparation. With your mentor's guidance, you'll refine your professional portfolio, build essential job skills, and learn how to market yourself.
If you have any questions about our career services as they relate to your personal career goals, please don't hesitate to get in touch.
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