Unity Game Dev: Art



Unity Game Dev: Art

Authors: David Kegg, Alex Stead, Dan John Cox, Justin Marshall, Eddie Russell, Winston Powell, Mark Butler

Game development contains a broad range of disciplines. Now that you are familiar with the Unity Game Engine, you’re going to need art assets to deliver the vision of your next... Read more

What you will learn

  • Concept Art Workflows
  • 3d Modeling Workflows
  • UV Mapping
  • Character Modeling
  • Sculpting in ZBrush
  • Retopology
  • Texturing in Substance Suite
  • Environment Art
  • Environment Concepting
  • Character Concepting


This skill path assumes that users have a basic understanding of Unity Fundamentals, and how the engine works. It is also recommended that users have basic knowledge of 3ds Max, Maya, ZBrush, Substance Suite and other tools.


Learn the principles of creating stunning concept pieces for game environments and hero characters. This group of courses will get you comfortable working with concept art and have you move on to modeling and texturing game environments.

Game Character Concept Design Fundamentals

by David Kegg

Feb 16, 2018 / 1h 40m

1h 40m

Start Course

Game Character Concept Design Fundamentals is a beginner's guide for creating characters for a video game development pipeline.

In this course, Game Character Concept Design Fundamentals, you'll learn the entire process of basic character concept design:

  • explore everything from preliminary research to idealization
  • discover silhouettes and rough sketches
  • learn how to do final rendering and creating an orthographic sheet ready for 3D modeling
By the end of this course, you'll have a better understanding game character concept designs. Software required: Photoshop CC.

Table of contents
  1. Course Overview
  2. Introduction: Basic Concepts, Project Parameters, and Research
  3. Thumbnails: Designing with Shape and Silhouette
  4. Roughs: Interior Shapes and Design
  5. Final: Rendering and Basic Color
  6. Turnaround: Model Reference Sheet

Game Environment Concept Design

by Alex Stead

Mar 19, 2018 / 3h 26m

3h 26m

Start Course

Have you ever had a killer game idea, but didn't have the proper concept art to show off the scenes you envision? If so, Game Environment Concept Design is the course for you. First, you'll discover how sketch out your idea. Second, you'll explore the setup for 3D. Finally, you'll learn how to paint over and finish up. When you complete Game Environment Concept Design you should have a solid throne room concept finished and have the skills to go forward and start conceptualizing your fantasy world. Required Software: Sketchup 2018

Table of contents
  1. Course Overview
  2. Sketch Idea
  3. Setup for 3D
  4. Getting into the 3D Details
  5. Paintover Preparation
  6. Time to Paint
  7. Painting at the Medium Level
  8. Time for the Details

Creating Game Environments in Unity and Maya

by Dan John Cox

Mar 15, 2018 / 2h 28m

2h 28m

Start Course

Game environment art requires skill from many disciplines and a careful balance of small-scale detail with big picture impact. This course, Creating Game Environments in Unity and Maya, will show you how to think and act like an environment artist, breaking out of the mentality to simply focus on single items and throwing them into a scene. First, you will examine the basics of environment modeling concepts and fundamentals. Next, you’ll focus in on how to iteratively incorporate many elements into a larger scene and beyond. Last, you’ll create a rendered scene that respects asset reuse, tiling textures, and Unity plugins. By the end this course, you’ll not only have an understanding of how to create a dynamic fantasy scene for games inside Unity but also the knowledge to iteratively incorporate many elements into a larger scene and beyond. Software Required: Unity and Maya.

Table of contents
  1. Course Overview
  2. Game Environment Creation Fundamentals
  3. Scene Conceptualization and Implementation
  4. Modeling and Tiling Textures
  5. Hero Assets and Scene Analysis

Creating Game Environment Textures with Substance Suite

by Dan John Cox

Mar 15, 2018 / 3h 25m

3h 25m

Start Course

The game environment texturing pipeline is drastically changing since the introduction of the Substance Designer and Painter Suite, and it can be daunting to adapt to. This course, Creating Game Environment Textures with Substance Suite, will help you transition into these modern texturing workflows. First, you’ll build out stylized shapes both traditionally and procedurally. Then, you’ll create all the necessary maps for use in Unity. Last, you’ll reuse these textures iteratively on multiple assets inside both Substance Designer and Painter. By the end of this environment texturing course, you’ll have a solid understanding of current industry pipelines, while still maintaining the quality and techniques of traditional texturing by using Zbrush in conjunction with Substance Suite. Software required: Substance Designer, Substance Painter.

Table of contents
  1. Course Overview
  2. Substance Designer Fundamentals
  3. Color, Detail, and PBR in Substance Designer
  4. Trim Sheets and Reuse in Substance Designer
  5. Texturing Environment Art in Substance Painter


In this group of courses you will focus on referencing the concept art to model game props and game characters. Next, you will retopologize and texture the hero character to practice skills in the game development pipeline.

Game Prop Modeling Fundamentals

by Justin Marshall

Dec 17, 2019 / 3h 9m

3h 9m

Start Course

Think about your favorite video game. No matter what the content or style, they all need assets to populate the world; from power-ups to loot chests, and so much more. In this course, Game Prop Modeling Fundamentals, you’ll learn to begin creating a stylized loot chest from scratch using Maya and ZBrush. First, you'll learn to build up a base mesh using polygonal modeling tools in Maya. Next, you’ll discover how to prepare that geometry for use in ZBrush. Finally, you’ll learn to use ZBrush's powerful sculpting workflow to create a final high-resolution mesh. This course is the first step in the asset creation process. Once done, you can move to the Game Prop Texturing Fundamentals course where you'll create the game-ready geometry and texture the prop. But this initial phase is vital and, when you’re finished with this course, you’ll have the skills to begin building your own game props.

Table of contents
  1. Course Overview
  2. Blocking in the Base Mesh
  3. Refining the Chest
  4. Sculpting Fundamentals
  5. Sculpting Details

Game Prop Texturing Fundamentals

by Dan John Cox

Jul 20, 2018 / 4h 2m

4h 2m

Start Course

Creating the best prop model for video game development can be a complex task to fully understand. There are polycounts, unwraps, baking, textures, and many other things which all need to be set up correctly, otherwise your final in-game prop will look flawed. This course, Game Prop Texturing Fundamentals, will help you solve and understand those various difficult concepts. You will learn how to create a simple and effective low poly model and what kind of polycount or triangle count you should have. You'll also learn how to unwrap and bake details from your high poly model perfectly in Substance Painter. Finally, you'll create textures inside Substance Painter using many procedural methods to create a game prop that you can import into Unity 5. By the end of this course, you'll be able to create detailed props that are ready for game development environments. Software required: zbrush 4r7, Substance Painter 2, 3Ds Max 2017, Unity 5.

Table of contents
  1. Course Overview
  2. Building the Low Poly Model
  3. Unwrapping the Model
  4. Introduction to Substance Painter and Baking
  5. Texturing Inside Substance Painter
  6. Putting the Asset into Unity

Game Character Sculpting in ZBrush

by Justin Marshall

Feb 16, 2018 / 4h 37m

4h 37m

Start Course

Once a character design has been settled on, the first step in getting that character into your Unity game is often sculpting the model. Probably the best tool around for creating these highly detailed sculpts is ZBrush.

In this course, Game Character Sculpting in ZBrush, you’ll learn to use ZBrush to create the hero character from the Unity game, Swords and Shovels.

Working from the ground up, you’ll start by creating the initial armature using a very flexible tool called ZSpheres.
From there, you’ll learn to use several of ZBrush’s powerful sculpting brushes to edit the geometry at its base and to begin sculpting in all the character’s musculature and detail.
Next, you’ll also learn to stylize your model and to create things like clothing and accessories by extracting geometry from existing shapes.

When you're finished with this ZBrush course, you’ll have learned the process of creating a sculpted character from start to finish. But even though we’re building a dwarf, you’re not just learning to build one character. So sprinkled in along the way, you’ll get challenges that will allow you to see that what you’ve learned can apply to many different kinds of characters.

Let’s start with the first module by looking at our artwork, creating a plan, and creating our ZSphere armature.

Software required: Zbrush.

Table of contents
  1. Course Overview
  2. Creating a Base Mesh
  3. Creating the Initial Sculpt
  4. Detailing and Stylizing
  5. Sculpting the Clothing
  6. Adding Accessories
  7. Final Detailing

Retopologizing Game Characters in Maya

by Justin Marshall

Mar 14, 2018 / 2h 47m

2h 47m

Start Course

Once you've designed your highly detailed, sculpted game character, there's still one more step that needs to be done - retopology. In this course, Retopologizing Game Characters in Maya, you'll take a sculpted mesh and use Maya to create a lower-resolution game-appropriate mesh that will look like your design. You'll start by learning the basics of getting a reference model created. Then, you'll use several polygon modeling tools to edit your base geometry to better reflect the shapes and silhouettes of your reference model. Finally, you'll use the Quad Draw tool in Maya to create a new topology for your character completely from scratch. By the end of this course, you'll have a much better idea about some of the options you have in Maya for creating a new, game-ready mesh from a detailed sculpt. Software required: Maya.

Table of contents
  1. Course Overview
  2. Setting up for New Topology
  3. Starting the Game Model
  4. Focusing on the Dwarf’s Body
  5. Building the Accessories and Armor
  6. Final Detailing

UV Mapping Game Characters in Maya

by Eddie Russell

Mar 15, 2018 / 3h 23m

3h 23m

Start Course

Nobody wants to see a flat gray character running around in a game unless it's by design. More than likely the character you're creating will need some sort of texture applied to it which will add to the it's visual appeal. Creating UV layouts is an absolute prerequisite for a game character before any textures can be painted and applied. In this course, UV Mapping Game Characters in Maya, you'll dive into the process of creating UVs for a multi-material character who is bound for Unity. First, you'll go learn how to understand and plan for your UVs. Next, you'll discover how to create UVs for the hair, body, and for the clothing. Finally, you'll explore overlapping UVs and texel density. By the end of this course, you'll have a better understanding on UV mapping game characters in Maya. Required software: Maya 2018.

Table of contents
  1. Course Overview
  2. Understanding and Planning for UVs
  3. Creating UVs for the Hair
  4. Creating UVs for the Body
  5. Creating UVs for the Clothing

Texturing Game Characters in Substance Painter

by Eddie Russell

Mar 15, 2018 / 4h 44m

4h 44m

Start Course

Texturing is a mandatory step in the creation of most types of game assets. The artist responsible for texturing an asset gives it a coat of paint that defines each of its surfaces telling the audience what it looks like and what its made out of. In this course, Texturing Game Characters in Substance Painter, you will dive into the process of painting textures for a multi-material game character that is bound for Unity using Substance Painter. First, you will walk through the texturing process step-by-step until every piece has been painted. Then, you will learn about powerful features in Substance Painter like map baking, Smart Materials, and generators. By the end of this course, you will unlock your creative potential for texturing models for games. Required Software: Substance Painter 2017.4.2, Maya 2018.

Table of contents
  1. Course Overview
  2. Project Setup and Map Baking
  3. Texturing the Character’s Hair
  4. Texturing the Character’s Clothing
  5. Texturing the Character’s Armor and Accessories
  6. Texturing the Character’s Body


Learn how to rig and animate a hero character in Maya and Unity in a game development pipeline.

Game Character Rigging Fundamentals

by Winston Powell

Jul 11, 2017 / 5h 38m

5h 38m

Start Course

For many, rigging is the last area of game development they want to learn and it's easy to understand why. You don't play a game to be wowed by the controllers used to animate that dragon or marvel at the adventurer's joint system. It's one of those disciplines between forward facing art and back-end design that takes a back seat to most everything else you can see happening on the screen. However, understanding how to rig is what will take your dragon or adventurer character further than ever before and give them potential for a life of their very own. In this course, Game Character Rigging Fundamentals, you will find that rigging doesn't have to be overwhelming if you learn the fundamentals in a comfortable and digestible way. First, you will start the basics of creating joints and building a skeleton. Once that's complete, you will jump right into creating animation controllers and their constraints to help the joints move. After that, the character can be bound to the rig and you can modify those skin weights. Finally, to give the rig more complex movement, you will create set driven keys for elements like finger gripping and foot roll. By the end of this course, you will have everything you need to rig your characters and an excellent foundation for moving on to more advanced rigging. Software required: Maya 2017.

Table of contents
  1. Course Overview
  2. Scene and Character Preparation
  3. Creating a Skeleton
  4. Animation Controllers
  5. Constrain and Parent the Controllers
  6. Smooth Skins and the Component Editor
  7. Painting Skin Weights
  8. Set Driven Keys and Finalize Scene

Game Character Animation in Unity and Maya

by Mark Butler

Mar 15, 2018 / 2h 45m

2h 45m

Start Course

Creating character animation for games is easier than ever, thanks to Maya’s tight integration with Unity. In this course, Game Character Animation in Unity and Maya, you will learn how to create a hero character in Maya and export it to Unity. First, you will go over rigging in Maya. Next, you will get to see how to put together animation clips like melee, transitions, and locomotion. Finally, you will learn how to round trip between Unity and Maya and use both programs together to edit your performance to maximum effect in-game. When you're finished with this course, you will be ready to get your character animated in Maya and exported into Unity and better prepared to use these methods in your own animation. Software required: Maya 2017, Unity 2017.

Table of contents
  1. Course Overview
  2. Animating Character Rigs in Maya
  3. Creating Animation Clips
  4. Transitions, Melee, and Locomotion
  5. Round Tripping: Using Maya and Unity Together
Offer Code *
Email * First name * Last name *
Country *

* Required field

Opt in for the latest promotions and events. You may unsubscribe at any time. Privacy Policy

By providing my phone number to Pluralsight and toggling this feature on, I agree and acknowledge that Pluralsight may use that number to contact me for marketing purposes, including using autodialed or pre-recorded calls and text messages. I understand that consent is not required as a condition of purchase from Pluralsight.

By activating this benefit, you agree to abide by Pluralsight's terms of use and privacy policy.

I agree, activate benefit