You don't know why it's not working
Your sculpt looks "almost right" and you can't see what's off. Forum feedback is shallow and slow. Without trained eyes on your work, you repeat the same mistakes for months.
Ten weeks of direct, one-on-one guidance from a Senior 3D Character Artist who works inside real studios every day. Not a recorded course. Not a cohort. Your work, on screen, every single week.

The industry got harder. Junior roles are scarce, and your portfolio competes with laid-off artists with years of studio experience. What separates the artists who break in is not more content. It's targeted feedback from someone who knows what studios actually look for.
Your sculpt looks "almost right" and you can't see what's off. Forum feedback is shallow and slow. Without trained eyes on your work, you repeat the same mistakes for months.
You can sculpt, but blockout to grooming to final render is a different game. Studios hire artists who can close a character, and unfinished projects don't make a portfolio.
Self-taught means self-doubting. No one tells you if you're on the right path, what to study next, or whether your work is getting closer to industry level.
A weekly live feedback session on Google Meet, just you and Vini. You pick the time slot that works in your time zone.
Direct access in a private mentorship channel. Post your progress, ask questions, get unstuck without waiting for the next call.
Each week's topic comes with lessons available on the learning platform, so session time goes to your work, not to basics.
From the very first blockout to a portfolio-ready final render, with feedback and support at every stage of the process.
sculpting
modeling
Substance Painter texturing
grooming & render, optionalA complete character pipeline: sculpture in ZBrush and Blender, texturing in Substance Painter, grooming and rendering in Houdini.
Blockout
Retopology
UVs & Baking
Texturing
Final RenderPrimary Forms & Blocking. Focus on silhouette and proportions. Use ZBrush for initial blocking for a more organic start.
Head & Facial Features. Deep dive into facial anatomy, planes of the face, and character personality in ZBrush.
Hands & Anatomical Detailing. Refining the secondary forms of the body and hands in ZBrush.
Hair Block-out. Sculpting the primary volumes of the hair to define flow and silhouette.
Clothing & Accessories. Hard-surface modeling in Blender or organic cloth sculpting in ZBrush.
Posing & Composition. Bringing the character to life. Final silhouette check and refinement of the pose.
Texturing & PBR Workflow. Creating high-quality textures in Substance Painter.
Intro to Houdini Grooming. Setting up the Houdini environment, creating guides, and initializing.
Advanced Grooming & LookDev. Refinement of clumping, frizz, and technical noise.
Final Rendering & Portfolio. Rendering high-resolution passes and portfolio presentation.

Hi, I'm Vini Cavalcanti. I'm a Senior 3D Character Artist with 10+ years of experience in the games and entertainment industry, focused on visual development and stylized characters. I'm currently part of the team at E-Line Media, working on the game Endstar, and throughout my career I've contributed to productions like the animated series The Wingfeather Saga (Angel Studios) and games like Wonderbox and Dice Dreams at PUGA Studios.
I've mentored students who now work in the industry, and I know exactly which challenges come up along the way because I've been through them too. In this program, the feedback you get every week is the same kind of review that happens inside a studio.
Your result: one complete stylized character, blockout to final render, reviewed every week by a Senior Artist.
I had three years of half-finished sculpts before this. In week two Vini pointed out a proportion habit I never noticed, and suddenly my characters stopped looking "off". I finished my first complete piece and it's now the opener of my portfolio.
The 30 minutes are dense. He opens my file, marks exactly what to fix and why a studio would care, and I leave with a clear plan for the week. The Discord channel between sessions saved me at least twice when I got stuck in Houdini.
What surprised me was the honesty. No hype, no promises, just direct feedback from someone doing this job every day. Ten weeks later I have a character I'm genuinely proud to show in applications.
* Based on public US market data (Glassdoor, LinkedIn Salary). Salaries vary widely by country, studio and portfolio. This program teaches the craft; no income is guaranteed.
Because every session is one-on-one, each season has a hard cap on students. When the spots are taken, enrollment closes until the next season.
You can learn the tools on YouTube, and you should. What free content can't do is look at your character and tell you why the silhouette reads wrong, where the anatomy breaks, or what a studio reviewer would flag first. That feedback loop is the entire product here. The lessons exist so the live sessions can be spent on your work, not on button-pressing.
There are no skill prerequisites. The program starts at primary forms and blocking, so it meets you where you are. All you need is ZBrush and Blender installed (Houdini is optional for the grooming module). If you can open the software, week 1 is built for you.
No one can honestly promise you a job, and you should be suspicious of anyone who does. What this program gives you is the strongest asset for applications: a complete, portfolio-ready character reviewed at every stage by a Senior Artist who works inside studios, plus a clear understanding of what hiring reviewers look for.
Thirty minutes of focused review on your file goes a long way when it's every week and it's only about you. Between sessions you have the private Discord channel for questions and progress checks, and the weekly lessons cover the technique. The live session is for course correction, which is exactly what self-taught artists are missing.
Sessions run on Google Meet. Each week you book your slot through a scheduling link, picking the time that works best in your time zone. Mentees in Europe and North America are fully supported.
The full 10-week program is $600, paid once or split into 3 payments. Checkout is processed securely and international cards are accepted. For comparison: a single mentored course at the big online schools runs $600–$1,200, with one instructor shared across a full class.
ZBrush and Blender installed, plus Houdini (optional) for the grooming and rendering modules and Substance Painter for texturing. The schedule above shows exactly which tool each week uses.
Spots are limited because every session is one-on-one. If you're ready to stop guessing and start finishing, this is the seat next to a Senior Artist.