Character Casting
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Registration Starts On
May 8, 2017
Class Begins On
Sunday, July 23, 2017
Pete Zoppi
Senior Character Artist
Pete is a Los Angeles based senior character artist with both video game and film experience. His skillset revolves around high to low poly modeling, texture painting and look development. He is currently working at Treyarch on Call of Duty : Black Ops 2. His past work includes Call of Duty: Black Ops, James Bond: Quantum of Solace, Underworld: Evolution and Night at the Museum. His softwares of choice are Maya, Mudbox, Zbrush and Photoshop.

Course Description

This class focuses entirely on sculpting the human face. One of the most important things to understand when you are creating a digital star of a movie, video game or animation is facial landmarks and proper edgeflow to maintain it. You will work alongside a senior character artist to help map out and sculpt the human face. A character's face is the most important area in which the viewer will instantly read, and this class will explore how to create compelling depth in your characters to achieve this look in 3d.

Course Format

Course Format: Standard
Duration: 5 Weeks
Lecture Type: Pre-recorded
Assignment: Deadlines each week.
Feedback: Individual Recordings
Q&A: Once a week.

*For classes with less than 6 students feedback may be provided during the live QandA session.

Course Outline


We will analyze various head dimensions based on real world measurements and get Maya set up with proper scene units. We will focus on using the distance measure tools to measure out head dimensions and adjust the base mesh to fit average head dimensions. We will then move over into sculpting and get comfortable with sculpting and facial forms and ultimately sculpt an average proportioned generic head.


This week will focus on the beginning steps of creating a digital double from photographic reference. We will look at image planes, focal lengths of cameras and what to look for in reference and how it relates to sculpting and modeling. We will be working on the same digital double head for the next 4 weeks, focusing on anatomy and form of various parts of the face each week.


We will import the model into Mudbox and focus on sculpting the lips, neck and nose. We will look at anatomical reference to better understand what is happening under the skin and apply that to our sculpt.


We will focus on the anatomy and forms of the eye region of the head. We will also look at modeling techniques for eyeballs for game assets and for rendered cinematic assets


We will look at finalizing the sculpt, adding high frequency detail and addressing how to add hair.


  • Game Character Artists
  • Creature Designer
  • Concept Artist
  • Prop Artists
  • Visual Development Artist
  • Visual Effects Artists
  • Digital Modeler