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🎨 Stylized Game Character Tutorial Series – Full Pipeline in Maya, ZBrush & Substance Painter In this video, we focus on retopologizing the pauldron (shoulder armor) of our stylized game character using Autodesk Maya. Pauldrons are a unique challenge because they combine hard-surface forms with character deformation, sitting directly on top of the shoulder and upper arm. In this lesson, we walk through how to build clean, efficient topology that preserves the armor’s shape while remaining compatible with animation and rigging. This video continues the retopology phase of the series and demonstrates how to approach armor pieces that need to read clearly, deform predictably, and stay game-ready. 🔍 What This Video Covers Retopology strategies for shoulder armor Managing edge flow around the shoulder joint Keeping armor rigid while allowing for deformation Clean topology for baking and texturing Preparing accessory meshes for rigging 🛠️ Tools Used Autodesk Maya – retopology and topology tools ZBrush – high-poly sculpt reference Substance Painter – texturing & baking (later in the series) 🎓 Continue Learning with Vertmode Explore my full courses on Udemy: 👉 https://www.udemy.com/user/vertmode/ You may also enjoy: ✔️ Mastering Human Anatomy for 3D Artists ✔️ Complete 3D Animation Master Class: Create Animated Shorts 👍 Support the Channel Like the video if it helped your workflow Comment with questions or requests Subscribe for more tutorials on 3D modeling, game art, and animation 🌐 https://www.vertmode.com 📷 Instagram: @VertmodeOfficial 🐦 Twitter: @Vertmode 📘 Facebook: Vertmode